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Its Here!

 Post subject: Its Here!
PostPosted: Tue Nov 03, 2009 11:51 pm 
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Just a heads-up that version 2.01 of the Hostile Stars rules has now been posted in the download section at the DRM web site. I have updated the various notification threads, so if you are subscribed to these you should have been made aware of this.

The new documents included in this version are:
- core rules
- tables
- fleet sheet
- Pax critical table (used for all races currently)
- Pax Ashigaru Destroyer
- Kraytonian TwinBlade Cruiser
- Kraytonian Dark Knife Monitor (formally frigate)

All available here:
http://www.darkrealmminiatures.co.uk/do ... /index.php

I welcome all comments, feedback, playtest reports, general abuse, etc.

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 Post subject: Its Here!
PostPosted: Wed Nov 04, 2009 7:54 am 
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Is there a summary of the game anywhere? Is it vector movement and all that jazz etc.

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 Post subject: Its Here!
PostPosted: Wed Nov 04, 2009 10:01 am 
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Great! I'll look into it tonight.

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 Post subject: Its Here!
PostPosted: Wed Nov 04, 2009 10:11 am 
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d/l now....

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 Post subject: Its Here!
PostPosted: Wed Nov 04, 2009 10:47 am 
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Some quick notes:

pre-measuring allowed: I'm no fan of it. Some people take this to extremes, planning things for three hours before they finally are satisfied. (exaggarated example but you get the jist).
But as you say: personal choice.

D10 = Yes!

1.1.1
Where is table 01? Seems essential.???

1.1.2.1
Displacement rules seem wacky and clumsy at first read. Need to play it out I guess. For non-English people a hard read.

1.2.2
Initiative/activation seems good.

1.2.3
Interesting to see attack craft goes before torpedoes.

2.2.1 / following section
Reverse movement isn't a fan of mine. It unneccessary complicates in my humble opinion.

3.
Seen the layout I would place chapter Reactor points before the movement chapter. Or use boxes in the movement section about reactor points.

4.
Shooting, Nice to see a table. The rating + damage - armour dice roll looks good. Quite varied extra weaponry, neat.
Damage / structure points good

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 Post subject: Its Here!
PostPosted: Wed Nov 04, 2009 3:01 pm 
Swarm Tyrant
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Quote: 

Is there a summary of the game anywhere? Is it vector movement and all that jazz etc.


Ummm. Yeah.... below!

This applies to version 2.01 of the game, which is the second public version and subject to change.

General - The game is squadron based, alternating activation with action points. Each ship gets a number of Reactor Points, and performs actions to use these, each action following a minimum movement.

Movement - This is 2D vector, abstracted. Each ship has a speed, a direction of movement and a heading (the way that the ship is pointing). Thrust is applied by heading, which can affect both direction and speed. Mostly, the new direction is the mid-point vetween the old direction and the ships heading, while the ship has speed +/- 1 depending on whether thrust is applied in the front or rear direction arc.

Firing - Weapons are run by battery, consisting of one or more system fired simultanteously. Each battery has a power value (the number of D10 rolled) and a damage value (D10 + damage - target armour, referenced by a table to detect structure hits). There are broadly three ways to destroy an enemy ship - knock out its structure points on one aspect, inflict critical hits (a natural 10 on the to-hit dice) or kill the crew. Different types of weapons include focussed (capable of blasting clean through a ship and out the other side), focussed (able to ramp up damage and range with additional reactor points), EMP (causes more criticals but not structural damage) and radiation (knocks out crew but less critical and structural damage).

Much more is still in development, such as torpedoes, attack craft, planets (including slingshotting), stars, etc.

Feel free to ask questions.

Quote: 

1.1.1
Where is table 01? Seems essential.???


Table 01 is not essential. It will give special scenario conditions such as one fleet having less points, or only using size 1 and 2 vessels, or special goals. Right now, games use a 'tournament scenario' or line up and fight.

Quote: 

1.1.2.1
Displacement rules seem wacky and clumsy at first read. Need to play it out I guess. For non-English people a hard read.


Displacement is very easy when you get used to it. Each ship has a size, from Frigate (1) to SuperDreadnought (8). A squadron should have a total size of between 5 and 15. Thats about it.

Quote: 

1.2.3
Interesting to see attack craft goes before torpedoes.


:cool:  It will allow CAP.

Quote: 

2.2.1 / following section
Reverse movement isn't a fan of mine. It unneccessary complicates in my humble opinion.


Possibly, but it is necessary as otherwise it is very restrictive to move the ships around, as you would need to change heading and apply thrust, which could take 5+ RPs (4 turns at 45 degrees and at least one thrust action).

Many thanks for your comments and feedback.

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 Post subject: Its Here!
PostPosted: Thu Nov 05, 2009 12:23 am 
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Quote: (CyberShadow @ Nov. 04 2009, 14:01 )

Possibly, but it is necessary as otherwise it is very restrictive to move the ships around, as you would need to change heading and apply thrust, which could take 5+ RPs (4 turns at 45 degrees and at least one thrust action).

What, no inertial dampners? :) So what do they use for propulsion that means they aren't covered in engine vents?

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 Post subject: Its Here!
PostPosted: Thu Nov 05, 2009 12:37 am 
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:grin:  Nothing. The ships have smaller attitude thrusters to compensate for events such as broadside salvoes, throwing opposite force to make Netwon proud! However, these are not designed or strong enough to do more than rotate the ship a little and offset weapons fire, etc.

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 Post subject: Its Here!
PostPosted: Thu Nov 05, 2009 3:14 am 
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I've had my red pen out CS, been scribbling a few notes on my copy which I'll chat to you about next time we meet up.
Mostly pretty minor things, typos, possible revisions to text to make explanations clearer, that kinda thing. I do feel that getting some decent diagrams sorted out soon would make certain specifics a lot clearer (in particular movement and the headings system).

I like the summary!  :p

Great to get a few more opinions too folks. :yay:

Gabe

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 Post subject: Its Here!
PostPosted: Thu Nov 05, 2009 9:05 am 
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Quote: (stormseer @ Nov. 05 2009, 02:14 )

I've had my red pen out CS, been scribbling a few notes on my copy which I'll chat to you about next time we meet up.
Mostly pretty minor things, typos, possible revisions to text to make explanations clearer, that kinda thing. I do feel that getting some decent diagrams sorted out soon would make certain specifics a lot clearer (in particular movement and the headings system).

Definately! Diagrams are pretty much the top of my list for version 2.02. If I had wanted to put them in for this version, it probably would have delayed it at least another week, and I wanted to go over and see where they were most required.

Looking forward to your revisions list.

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 Post subject: Its Here!
PostPosted: Thu Nov 05, 2009 3:29 pm 
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HUMMMMM! Just got done reading the 2.01 set. Yes a diagrams for the movement would be helpful and maybe shooting. Diagrams are always useful in those two areas IMO. I haven't tested the rules yet looking forward to that. I found only one typo, but I was distracted (bloody work)and trying to get through the rules quickly. So far I really like what I see. I also See ALOT of potentional  on this game.


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