Wednesday 31 July 2024

A Second Bite of the Spore Mine

Did you read this?

Well, what could be more exciting to a 10-year old than their first White Dwarf magazine?

Could their second ever live up to that?

Let's go back to 1995 and enter White Dwarf 188.


As much as the Dark Elf cover of 187 was neat, this Tyranid piece is acid etched into my memory. This issue pushes them hard as the cool new 40k faction. They'd been around a while in various forms, but this really felt like they were being lifted up to another level. 

Their design has gone back and forth over the years, but I always liked the less bug-like versions like we see here.

I've never collected Tyranids, but I suspect this issue is part of the reason I have such a soft spot for them. 


Naturally, we turn to the back cover piece before actually reading this thing. That Rough Rider charge into the Tyranids nicely sums up so much of 40k's vibe.

Always good to see those classic alien cacti too. 


Okay, it's time for me to embarrass myself. 

Despite them becoming my first army, there were no Skaven miniatures at all in the previous issue, so until now I had no idea they existed.

With this piece being my first exposure... can you see why I thought they were called "Ska Ven" as two separate words? 

And no, I suspect at this age I wasn't familiar with Ska yet. 

Pre-internet I'm not sure when I got corrected, but the shame still lives within me. 

That kerning has a lot to answer for, but the image clearly resonated with me enough to join team-rat. 


I won't be going through every article, but I remember this one fondly.

Early on I realised that Space Marines were the poster-boys of the world, so I quickly developed a natural hatred toward them. This would only grow as I found myself having to play against them so often and grew envious of their luxurious amount of plastic multi-pose options. 

Still, I see the Blood Angels as one of the lesser evils, perhaps because the Death Company were one of the first examples I saw of marines actually being awesome and interesting. 


I've talked before about the power of these battle reports, but I just love how much space is given over for each player to talk about how they chose their force, and how they're going to tackle the scenario at hand. 


Gavin... Thorpe? Must have been some kid on work experience I guess. 


I could still look at these things all day. 


In the debrief our players get to reflect on their mistakes or successes. Although I love the stories that emerge from wargames, there's something special about seeing each general pour over their decisions, just as they would if they were on the field.

Well, maybe the Ork Warboss doesn't do that. 

Also, check out that Imperator Titan with an axe blade and titanic claw. Was that ever a real thing?

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday 24 July 2024

What Paranoia?

I have a handful of games that I don't want to outright review, but would like to talk about briefly.

Because I'm away for the next few weeks, with family commitments and then GenCon, I'm going to stretch this out slightly, then we'll return to usual programming.

Why not start with something right at the front of my brain...

Paranoia!

The only edition I've played is second edition (or maybe first, I'm not sure, it didn't really matter), but my research pointed me to either the current Perfect Edition published by Mongoose, or the fan favourite XP Edition. The former was praised for having solid mechanics, the latter with having the best flavour.

So I've hacked it into a Frankenstein thing mostly based on a streamlined Perfect Edition, but drawing in some of the more flavourful bits from XP.

Yes, I'm hacking the system before running it from the book, I'm a terrible person.

In summary here are the main tweaks to Perfect Edition:

  • Cut the character creation system and make PreGens, ensuring that everybody gets nice conflicting interests.
  • Successes explode, so there's always a chance, however slim, of succeeding at a task you roll for. If you want it to be impossible then don't bother rolling at all.
  • Anti-Dice are d6s of a different colour. Each anti-die of 5 or 6 is an anti-success and explodes just like a normal success.  Anti-successes cancel normal successes or provide other negative consequences. When rolling with a negative dice total, roll the Computer Dice plus anti-dice equal to your negative score.
  • Moxie is reframed as XP and is used as a favour currency, not for outright modifying dice rolls. Scrap the way XP is used in the main book, and just have it as a social currency.
  • Scrap Initiative, it's more fiddly than what I want in here. If it matters then do a simple roll off.
  • Mutant Powers: Just describe how you’re using/hiding it, roll d6: 1: fizzle, 2-5: as intended, 6: overkill. If sneakiness in in doubt have everybody make Bluff or Stealth rolls as appropriate and check the Mutant's result.
  • R&D Prototypes: Generally just do their thing. The fun is in working out how they work. If in doubt, resolve as Mutant Power. 
  • Characters can Assist/Interfere on a roll if in a position to do so. Before the roll, add a die or an anti-die respectively. Assistants suffer consequences if the roll fails. Interferers suffer consequences if it succeeds.
  • Debrief Star Rating: At the end of the mission the computer takes a moment to assess your success. Count how many of the following were successful:
    • Complete the Troubleshooter Task
    • Perform Mandatory Bonus Duty properly
    • Test the R&D Prototype
    • Carry out Service Mandate
    • Complete Secret Society Mission
  • Earn 1XP per star, winner gets double and has officially won the mission. A tie means there is no Winner except Alpha Complex as a whole.
  • Fair Game, Unfair World. The book has lots of examples of the GM acting unfairly to the players, which I appreciate is a touchstone of a certain style of play in this game. I'd prefer it if the game felt fair, but the world was deeply unfair. Conflict between the players is what excites me about this game, so I want the GM to feel completely impartial.

So what about that setting?

I'm mainly using Paranoia XP as my source for setting stuff, but most stuff from Perfect Edition also works here.

The major changes from XP:

  • The book offers three "tones" for your game, and Straight certainly appeals to me most. Lots of dark satire, of course, but ditch the puns and groanworthy gags. A joke made by the people at the table will always be more effective than one written into the game.
  • Economy is back to being fully controlled by the Computer, not the semi-capitalism of XP. Getting stuff is mainly about convincing PLC to give you a req form for the thing you need. Better clearance helps here. Free Enterprise will trade req forms for XP, flags, wounds, clones, whatever.
  • Service Firms within the Service Groups actually represent different departments, rather than for-profit entities. Of course, they still want to grab whatever resources and influence they can from their rivals.  
  • Coretech is there, so the Computer can technically log into your brain, but the bandwidth is super low so the Computer prefers traditional methods like cameras and monitors. It's mainly there so you can pass your memories to your clones.
  • Talking to Computer can be done through Coretech Messenger but you can see the person’s mouth moving and the computer is all round slow and old. This is represented by passing notes to the GM.
  • Secret Societies are as in XP, though I want to note that I largely agree with the way they were tweaked for Perfect Edition, merging those that felt too similar and removing some of the less interesting picks. However I also like the idea of secret societies that are strangely aligned with points of shared interest that still choose to remain distinct, so I'm approaching it as an opportunity for tension.

Wish me luck when I get this to the table.

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

 

Wednesday 17 July 2024

July of 5, 10, and 15 years ago

15 Years Ago I wrote the first half of 100 Interesting Magic Items. Perhaps I'll finish it for the 20th Anniversary. This is by far my most viewed blogpost of all time, perhaps because it feels like it could be D&D content. Guess I really fucked up by making my own games!

It's cool to look at this as a list of proto-Oddities/Arcana before Into the Odd was even an idea for me. A few favourites that I think hold up:

  • Digging Spoon: This tiny spoon can dig through any substance with a forceful push.
  • Eternal Chessboard: Anyone playing chess with this set cannot win or lose a match. It simply goes on and on no matter how many moves the players take.
  • Karma Vase: Filling this Vase with expensive drink will cause it to drain away, but cure any ailments or damage affecting the pourer. Breaking the vase will kill the breaker.

10 Years Ago I showed what a https://www.bastionland.com/2014/07/a-great-fighter-in-into-odd.html looks like in Into the Odd, focusing on mostly non-mechanical factors. I guess I'm saying "get good" to the players, but I think it's still relevant even with Mythic Bastionland introducing more mechanically powerful characters.

5 Years Ago I did a Monster Flashback looking at... a ten year old blogpost... oh shit, this blog is just recursive swill, isn't it?

Seems as good a time as any to look at the generated art in this old post, back when GANBreeder was this weird thing you could use to make incoherent alien visions. Different times, for sure, even after just five years.

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday 10 July 2024

Hired MACs

Each of the MAC Attack Factions will have a distinct visual identity, but I wanted to include an option for players to either stray from their faction's aesthetic for a few miniatures, or field a slightly less coherent force altogether.

Mercenaries, or at least privately manufactured MACs, seems like the obvious solution here.

You can't drive them quite as recklessly as the MAC pilots who are committed to your cause, but they come with a little added flexibility in their variants, a nod to Battletech's many variants of each Battlemech.

Dying for a cause or living in shame.
There’s no freedom out here, but at least you can pick your poison.

- AcesHigh, MAC Pilot for Hire

Any Force can take as many Hired MACs as they like, sometimes even making up the entire Force. Hired MACs do not benefit from the Faction’s special rule or special module. Use the rules below instead.

They've paid the deposit. Thaw him out. 

SELF-PRESERVATION
When a Hired MAC has 3 or more destroyed modules it cannot intentionally cause a collision.

VARIANTS
Prepare two versions of each hired MAC. Three of the modules must be identical. The remaining three must be of the same module type (Weapon or Hardware) but may otherwise be entirely different.

When the MAC deploys to the board, decide which variant you are using and discard the other.

Hired MACS are otherwise built as normal. The entries below are some notable MACs for hire.

The Freelance [12pts]
Class 1 MAC

Guard Variant
1 - SB2 StormCannon
2 - Booster
3 - Booster
4 - Coolant
5 - Vent
6 - Plate

Hunter Variant
1 - SP2-V RadGun
2 - Booster
3 - Booster
4 - Coolant
5 - Servo
6 - Gyro

The Purge [16pts]
Class 2 MAC

Fire Variant
1 - SB2-T Burner
2 - SB2-T Burner
3 - Conductor
4 - Radiator
5 - Radiator
6 - Exofield

Acid Variant
1 - SB2-C ToxiGun
2 - SB2-C ToxiGun
3 - Gyro
4 - Radiator
5 - Radiator
6 - Exofield

The Red Ocelot [17pts]
Class 2 MAC

Brawler Variant
1 - LG3-X SeekerRockets
2 - Double P2 Piston
3 - Servo
4 - Gyro
5 - Radiator
6 - Radiator

Sniper Variant
1 - LG3-X SeekerRockets
2 - Double LP2-N IonCannon
3 - Cloak
4 - Optics
5 - Radiator
6 - Radiator

The Goliath II [20pts]
Class 3 MAC

Cruiser Variant
1 - LB2 Autocannon
2 - LB2 Autocannon
3 - LB2 Autocannon
4 - Coolant
5 - Casing
6 - Guardian

Destroyer Variant
1 - LD3-X PhotonRockets
2 - LD3-X PhotonRockets
3 - LD3-X PhotonRockets
4 - Coolant
5 - Casing
6 - Guardian

The War Queen [22pts]
Class 3 MAC

Ironclad Variant
1 - SF3 FlakCannon
2 - Double SP2 Pulsebeam
3 - Double Radiator
4 - Plate
5 - Plate
6 - Plate

Jump Variant
1 - SF3 FlakCannon
2 - Double SP2 Pulsebeam
3 - Double Radiator
4 - Jet
5 - Intake
6 - Intake

When negotiations fail we can make success.

- Apex Solutions, Private MAC Manufacturer

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday 3 July 2024

Pilots & Commanders

With the core rules alone, MAC Attack focused entirely on the MAC, not the pilot.

Now I'm testing out a few options to make the pilot feel like more of a presence on the field.

Compared to Perks and Flaws, which generally represent the quirks of the MAC's engineering, I wanted these to feel like little tricks a pilot would pick up through experience, so they're more focused on the movement phase.

https://www.artstation.com/artwork/PyObB

PILOT TRICKS

Set a number of notable Pilots for each Force, assign them to MACs, and give each a Trick.

Bullrush: You may move an extra 3” as long as you collide with an enemy.

Cruise: If you end your Move Turn on 1 Heat, lose that Heat.

Decoy: At the end of your move you may turn the nearest visible enemy MAC to face you.

Hunker: When you Hold you may set your Motion to any number.

Hustle: You may move an extra 3” as long as you start and end the move in Cover.

Jink: You may move through enemy units without causing a Collision.

Outmanoeuvre: At the end of your move you may adjust the Motion score of any one MAC by one. The target must be visible to you and within 6”.

Stalk: If you end your Move Turn out of line of sight of all enemies you may move an extra 3” in any direction and set facing.

COMMAND DRILLS

In addition to a Pilot Trick a Commander selects one Drill. Each of these can only be used once per battle. It must be declared on the Commander’s turn and applies to all of your MACs for the entire of the next round even if the Commander dies.

BlitzFire: Rolls of 5 always hit.

DeathCharge: Double your Class for Collisions and Brawling.

LockOn: If TN would be 4 or less then -1TN.

NoScope: Long weapons have no minimum range.

OutFlank: All Move types allow an extra 3” of movement.

ROOKIE PILOTS

Inexperienced pilots can be noted as Rookies.

Rookie: Any time you roll a 6 that would benefit you, reroll it. Each die can only be rerolled once in this way.

If you score another 6 on a die rerolled this way then remove Rookie status from this pilot.

PILOT EJECTION

When a MAC is destroyed in the Meltdown Phase it may attempt a System Check to have the pilot safely eject. If they succeed, place their Pilot as an unarmed Infantry AU d6” in a random direction of their MAC. They cannot Brawl.

If they touch a friendly AU they may join with them, but they die if that unit is destroyed unless they roll a 4+ on one die.

If a MAC is destroyed outside of the Meltdown Phase or its Heat is 6 when it is destroyed then the pilot cannot eject safely and dies in the cockpit.

In Profit Mode a dead pilot represents a loss of 2pts but grants no profit to the enemy.

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.