Showing posts with label Imperial Commander. Show all posts
Showing posts with label Imperial Commander. Show all posts

Thursday, May 3, 2018

Stargrunt II Finns Part 2




I just picked up this very nicely painted and based set of, metal, infantry sci-fi figures, in winter gear, that are ready for use.  They include:

151  Infantry : GZG Scan Fed Infantry, GZG weapons Crews, Laserburn infantry a mix of Imperial and Redemptionist done up in winter colors. 
  2    Guns with GZG weapons Crews
  1    Tank




Sunday, April 2, 2017

My Idea Of Subtle

Planetary Invasion Command and Control Vehicle
Made from a Kenner 1989 Mega Force toy and
converted for 15mm scale Sci-fi war games.



Will be repainted in NRE camouflage shortly...... 


Saturday, December 3, 2016

EXTERMINATOR : aka Berserker Warmachine?

Navy Technology Analysis Section - Technical Report

Hostile Super Battleship

Codename EXTERMINATOR

Background

Following the recent operations in Quadrant 7, combined with survivors' reports from Quadrants 5 and 6, it is clear that humanity is facing an entirely new military threat from a fleet of hostile super battleships. The Second Battle of 116AL provided the Earther Fleet with its first intact example of a component of one of these new threat vessels, codenamed exterminator.

General Structure

The unit captured at 116AL is a hyperspace-capable unmanned warship, controlled by a sophisticated alien AI unit at its core.  These individual units are code-named VIKING.
The diagram below was an initial scan, based on a first contact with Exterminators (much more is now know about them):
       
 The unit has 5 operational decks, plus two pacifier bays, each of which houses one of the hi-performance SHADOW class hostile pacifiers. Further analysis indicates that the unit has at least 4 access tubes that connect when the VIKING is connected with its companion units for form the full-sized Exterminator. The Viking unit has 4 PAD-equivalents, and 8 HELL- equivalents, and 16 lighter energy weapons for close-in defense. The internal deck structure is as follows:
       
 From the long range scans obtained in battle, together with an analysis obtained from the captured unit, it appears that these units are able to lock together to form a larger unit - the full-sized Exterminator. From our initial projections, 6 VIKING units fit together for form a full exterminator.  This makes the exterminator approximately 4 or 5 times the size of our largest interstellar-capable navy battleship.   We have come up with the following projected schematic for a full-sized exterminator:
       
 Each Viking supports 1 or 2 high performance pacifier class ships, codenamed SHADOW.  These consistently outperform our paicifers, being capable of over 10g manoevering.  They have limited types of armament, however, being equipped only with HELL.  The Exterminators don' seem to use missiles (or indeed vary their weapon options at all).  This means that the complete ESB will have 10 or 12 SHADOWS - quite a potent force, probably equivalent to the striking power of a Carrier.
SHADOW CLASS EXTERMINATOR PACIFIER

ORIGINS

We have no clues as to the origin or mission profile for these hostiles.  So far, the Exterminators have sought out colonised planets, and destroyed all ships and installations, and as far as possible killed all inhabitants.  Death toll throughout human space is hundreds of  millions of men, women and children to date.   Initial evidence is that the VIKING unit is not designed for organic life to operate, although there was some evidence of some sort of disused briefing room on the captured VIKING unit (codenamed PATEL after the marine commander who captured it .  This may be part of an initial programming or setting up system.  There was a playback system built in, but we have not yet deciphered how to make it function.  There are indications from other captured units that the PATEL unit is not necessarily a typical unit. It may be that there are organic life forms on the main unit, and that it is their practice to use robots and automation extensively (like a number of human cultures).  Until a full-sized exterminator is captured, this cannot be confirmed.              Currently, we estimate that there are at least 10 of the full sized exterminator ships attacking human space at widely spaced points.

STATISTICS

VIKING :
HSD.
Fusion power plant.  
4 PAD
8 HELL of which up to 8 can bear at once.
16 light energy weapons
2 x SHADOW class pacifiers
No crew.
approx 200 combat capable maintenance robots ('CLANKERS')
approx 20 weapon armed combat-capable robots (about the equivalent of our Combat Robots) EXTERMINATOR SUPER BATTLESHIP
6 x VIKING units interconnected.
estimated up to 72 heavy energy weapons, of which 40 can bear at once.
estimated up to 10 or 12 SHADOW class high performance pacifiers
estimated 1200 combat capable maintenance robots (CLANKERS)
estimated 120 weapon armed combat-capable robots.

UPDATE 3200: Exterminator Modus Operandi - Frequently Asked Questions How fast do the Exterminators travel from the system M25 to the colony? Hence, how much warning do we get? As far as you are aware, the main units have never exceeded 1g, although you know their Shadows can do 10g.  It may be that this limit is somehow hard-wired into their systems because as far a analysis of captured equipment indicates, they are physically capable of higher accelerations. This means between 2-10 days warning depending on the size of the M25 and the quality of in-system detection systems. At the end of 3200, a number of Exterminators exhibited the capability to accelerate at up to 2g - but it is believed that these ships were destroyed at the Battle of Tuskan. Do they engage defending ships and the system HSTS immediately; or try to go directly to the colony avoiding combat? There is evidence of both tactics.  The most common tactic is to find and destroy the HSTS first, then close in destroying ships and orbital installations before starting on the colony itself. What do they do at the colony: invade it, bombard it, or what? Bombard with high energy weapons from orbit - sometimes landing 'clanker' forces and giant 'super tanks' to winkle out deeply dug in defenders. Having destroyed a colony, what does the Exterminator do next? Do they loot it, or just leave? As far as we can see there is nothing left to loot after the bombardment.  It seems they just leave once satisfied that the colony has been destroyed. ADDITIONAL:  Further evidence shows that they tend to destroy all intelligent life - that is humans - or any other creatures they think might be capable of evolving intelligence.  This has, in the case of the destruction of Dyme, involved the extermination of a species of small aquatic mammals. I get the impression that the Exterminators usually operate in pairs of 'super battleships'. Is that correct? The indications are that currently the majority of ESB encounters have been pairs - but they have also been encountered singly and even in threes. ADDITIONAL:  Further analysis indicates that they seem to have operated in pairs until one of the pair is destroyed or disabled, when they sometimes link up with an existing pair. ADDIITONAL 2:  Later research indicates that ESBs have been operating singly as well - though most initial contacts were of pairs. ADDITIONAL 3:  Latest reports indicate a Second Wave composed of small groups of VIKING units. ADDITIONAL 4: Recent combat reports from RED SPOT indicate a single fleet of 10 (ten) or more ESBs. (subsequently mostly destroyed at Tuskan).  Is it possible to tell when a planet was destroyed by an ESB? It might be.  The database has yet to be established, but scientists in a Survey Ship or specially commissioned research vessel might be able to work it out, given some time to study the problem. Ordinary warships or merchant ships would not be able to do this.  (Note:  The Earthers are currently conducting just such an investigation under Operation POST MORTEM - see below) ADDITIONAL:  The Earther Government in Q7 developed the Gratermass protocol, which can calculate the date of destruction of a system.
Welcome to The Universe
EXTERMINATOR

Friday, April 8, 2016

GURPS Traveller: Interstellar Wars



Written ReviewApril 7, 2006
by: Britt Reid

GURPS Traveller, Interstellar wars has arrived and is mostly a good product with, unfortunately, a few interstellar sized warts marring an otherwise well written product.

IW opens yet another chapter in the Traveller universe: The 200 years of warfare that came between Earth's contact with the First Imperium and the fall of the first imperium to the Terran Confederation.

While this is the first traveller product to cover the IW period, an awful lot of the background material will seem awfully familiar to anyone who's into GURPS traveller, as much of it was covered in the excellent GT supplement "Rim of Fire".

IW does expand on the background given in RoF and in that it does very well. It sets up a basically acceptable story of how earth goes from more or less today to a united world government under the (Snicker) UN (HAW! HAW!), which in all fairness HAD to be done because it was official Traveller canon and they weren't going to monkey with that.

Once past the "The human race finally accepted UN domination" bit things get better, with detailed history on the first contact with the Vilani Imperium, the periods of wars that followed and so on, leading, plausibly enough, to the fall of the first imperium and the ascendency of terran descended humans.

The book also does an excellent job of setting up the background for the two main factions in the game setting: The Terran Confederation and the Vilani Imperium.
I don't think any other traveller product has covered these two polities in this level of depth, and it does a very good job of making both sides 'fleshed out'.

The culture and society of the Vilani imperium gets an extensive description and, I noticed, the book seems to brush off the explanation for Vilani conservativism and lack of innovation that was offered up in GURPS traveller. (In that book, the Vilani's attitudes towards innovation were explained as being the result of the fact than on Vland, their homeworld, the surface was littered with Ancient artifacts that could and often did kill anyone who tried to tinker with them, and that most foods on Vland were toxic unless processed carefully, resulting in curiousity and innovation being bred out of the VIlani!)

Fortunately IW does a much better job of explaining why the Vilani were so tradition bound, and this also explains exactly why the huge, millennial Vilani Imperium basically imploded under the attack of what began as a single world that had just discovered interstellar travel popping up on it's doorstep.

So, as a background book for the IW period and as a setting book for the Vilani Imperium, IW does the usually great job we expect from SJG products.
As to the rest, I'm sorry to say it's a mixed bag.

There's a 'star system generator' table that's pretty good and tries to balance the original traveller star system creation rules with reality and modern knowledge of cosmology. This bit would be good for any SFRPG.

We have a ship construction system that's very similar to the one used in GT, with is good as the one in GT was good. It's basically a modular system where you buy everything as pre-made modules and fit them into the hull size you've selected. Nothing awesome here, but a good, fast, workable system that holds true to traveller canon on technology.

The ship combat system is similar to the one in GT, again not a bad thing and it is a system that creates a working mix of realism (Ships move along a vector until and unless they apply thrust to change vector) and playability. Nothing really wrong with it, although there are some things that will no doubt be dealt with in eratta soon. (My review deals with seriour structual issues, not things that can be corrected with a line of eratta.)

Now we come to some of the glaring problems that keep IW from being a great product.

Most of these are 'sins of omission', and most glaring among them in the weapons list for IW. Simply put, THERE IS NONE!!!!!!!

Believe it or not, there are no weapons statted out for IW. Not a single one! No plasma gun man portables, no Gauss machine guns, no fusion guns, NOTHING!!!! (Ship weapons are statted, I must add, but not personal ones.)

Instead of even a basic weapons list, putting traveller staples like the FGMP into GURPS 4e terms, we are blandly referred to the generic weapons listed in GURPS 4e basic books.

It's no exaggeration to say my blood boiled as I read that incredible and inexcusable lapse. One of the main reasons I got the flipping book was to get G4e stats for some traveller weapons and gear. Instead, I get ZIP.

Whatever reason SJG had for this, it's wrong and I don't care who says otherwise.
Speaking of traveller canon items, that long term staple of traveller combat, the battledress, is likewise omitted and instead we're told to use the generic version from G4e.

That right there knocked several points off the rating. Just a page or two of stats for common traveller weapons and battledress would have given them a higher rating, but they came off like lazy bums instead. Maybe they want to get people to buy a gear supplement for IW later. Whatever the excuse is, that dog don't hunt as far as I'm concerned.

Another annoying thing was the lack of ANY illo for an odd alien species that could have used an illo. Meanwhile some 'humans in makeup' type aliens got an illo even though it wasn't needed, as they were just humans in makeup or not even that in one case.

That old alien race, the droyne, are in IW under a different name, but only one set of stats are given despite the fact the droyne come in 6 castes with different stats. Sigh. And since when were the droyne 'toothless'?

Other traveller favorites, the Vargr, K'kree, Aslan and Hivers, are not statted or even mentioned, except that the Vargr are referred to in passing but not by name. Would have been nice to have G4e stats for them...mutter mutter mumble grumble.
All in all, GTIW come soff as an overpriced hardback sourcebook that should have been done as a sourcebook for GT, or GT4e, instead of being done as an incomplete game book. Several things could have been done to make IW worth it's 40$ price tag, like adding in a weapons and armor section, or adding a section on updating the already excellent and well supported GT line to the fourth edition GURPS rules.
In fact I'd have liked to see a book updating GT to G4e, with the IW as a setting for it instead of an overpriced and underequipped game book. They could have probably done that in the space used to reprint the GT ship construction and combat rules and just updated the already existing, and excellent ones.

GTIW will be several things to several types of people, so I'll give it several scores for different groups.

Die hard Traveller grognards will love it, for them it'll be a 5/5.
GT grognards will like it but be disappointed by the lack of updated stats for traveller weapons. 4/5.

GURPS players in general, as well as SFRPG fans, would find some goodies in the book, but not enough to justify it's hardback price. for them it'll be a 3/5.
With just a little more work, it would have been a lot better.

Dust, Tears & Dice: Imperial Commander - Chechen style...



Dust, Tears & Dice: Imperial Commander - Chechen style...: Another distraction. The plan was to try Force on Force for the larger Chechen encounters, but the recent nostalgic review of Laserburn Im...