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Link to the kickstarter:
NO STRETCH GOALS:
$6 = 2nd Edition Printing of rules and cards (Heroes, items, traps)
$60 = Shores of Kanis
$60 = Blackwall Warrens
Stretch goal pledges begin here:
$120 = 1 copy of Shores of Kanis, 1 copy of Blackwall Warrens, 1 set of 2nd Ed Printings, and 1 Exclusive Promo miniature.
$220 = Same as above + Base game, + Bones Expansion + 2 Soulless Expansion + 2 Shamblers
Shipping = NOT INCLUDED.
Hello guys, we are here again.
We will to relaunching our Elven Lords again. This is its presentation. Kickstarter capaign will be running from December 1srt to December 17th.
As soon we have campaign url, we will publish.
Hi folks. I am creating cross-platform map-making software (for Windows and macOS), suitable for creating both print-resolution maps and lower-resolution maps suitable for use with virtual tabletop software. It's called MapForge, and it will be sort of a spiritual successor to Dundjinni, but with a greater focus on stitching maps together from pre-existing map tiles and then customizing the resulting map (with additional decorations, etc.) to suit the GM's particular needs.
MapForge should appeal to GMs of face-to-face game sessions and to those using any VTT software, who want to create their own slick-looking battlemaps to visually enrich their RPG sessions (in any genre), but who find existing mapping programs (including image-editing tools such as Gimp and Photoshop) too intimidating/confusing/expensive.
I am currently running a Kickstarter campaign to fund the program's development. The software will be priced to be very accessible/affordable, probably $30 or so, but it's just $27 during the Kickstarter campaign. And to help offset the cost even more, there will be at least 9 free content Add-Ons for it, covering various genres. MapForge will also offer a free level of use, so having a license won't be required to make maps with it.
Version 1.0 of MapForge should be ready to go on sale in July 2017. Shortly after that, MapForge will also have the ability to generate random "dungeon" layouts via Donjon.
I hope you will all take a minute to check out the project, play around with the downloadable prototype, and if you like what you see, tell your GM friends about it.
--Hernan (aka Heruca)
PS: The campaign funded on day 1, and is now at 475% of the funding goal, with ~1330 backers and 9 days to go. All the Stretch Goals have already been unlocked.
I'm working on some background articles and thought I would put up my first draft here to hopefully answer a few questions and get some feedback if something needs a better description or other questions you may have!
Using APA and ECM
A common question I receive from players is how APA and ECM work in an actual game setting. So, I thought I take a moment to write up a more in-depth description of the process behind both SAs.
Active Phase Array
APA is a 3D radar system designed to track multiple targets at short range using a series of non-moving sensor arrays mounted in various locations across the equipped model, each emitting a “beam” at multiple “angles” and frequencies. The on-board targeting systems of other friendly models, through the BattleNet, can use this information to help cut through enemy electronic counter-measures, increasing the chances of a successful “hit.”
How is this different from advanced targeting computers?
Every combat model in CAV: Strike Ops is built with a rudimentary targeting computer, loaded with a basic software package that helps a pilot or gunner to analyze the surrounding environment and the desired target (weak points or existing damage for example), as well as helping to manage any on-board weapon systems and the actual firing of them.
Advance Targeting Computers take this process one step further with the addition of a Class One AI. The other major difference it the addition of a successful target-lock. While the data flow from an APA is available to any model set to receive the encoded stream, an ATC requires a specific target to analyze.
Understanding Artificial Intelligence in CAV: Strike Ops
By the 23rd century the use of AI by the various races of the known galaxy have been defined by one of four classes. As is typical, these concepts are provided from a Terran perspective to allow for a common framework for our readers to understand the principals involved.
Class One AI: Reactive
A Class One AI is the most basic of these types of systems and is designed to “react” to the current situation without any regards to stored “memories,” processing the data from the “moment” and providing an optimal mode of attack, in this example, from a multitude of possibilities. The more data it receives and processes (the rating level of an ATC is relative to this processing ability), helps to increase the chance of a successful outcome.
Class Two AI: Limited Memory
A Class Two AI allows it to “observe” the surrounding environment, storing the data to help improve any pre-programmed responses to deal with a specific situation. The drawback to this class of AI is it can’t “learn” or use a previous experience to help it when it is presented with a similar event later one.
These types of AI are often found on spaceships, self-driving vehicles and autonomous farm machinery.
Class Three AI: Empathy
Class Three AIs can understand and form reactions based on how it perceives the thoughts and emotions of creatures and people or how an object can affect the environment around it. This allows the AI to modify its own programming to behave in such a way to meet the needs or expectations of a given situation.
Class Four AI: Self-Aware
This type of AI takes the previous representations to the next step, allowing it to form its own thoughts and self-empathy based on what it perceives and any needs it may have. It is aware of “self” and make predictions on how it thinks others will react to their own feelings or inferences.
How does an APA work in game terms?
While typically built “into” a given design (CAVs, vehicles or aircraft only), an APA is currently available on two configurations: Active Phase Array 1 and 2. Both systems perform the same function but differ in power and range. Examples include the Ritter’s Cheetah Nd Series IIa and the Adonese Dragonfly TB-3 Interdict APA systems.
An external APA pod is available as an add-on to an existing model but is severely limited in its overall power and use as detailed below.
A model with an APA system will require the use of a Special Action when using either of the following options. Only ONE option may be used during the current activation:
OPTION ONE - Enhanced Targeting Acquisition: Its base function, the APA will generate additional targeting data for any friendly model that is targeting an enemy model located in the area of effect (APA Pod: 18”, APA 1: 24”, or APA 2: 36”) measured from the center of the model that is actively using the APA, moving with the model as it moves (if any).
The use of this targeting data will add a (+1) or (+2) based on the APA’s rating level to an attacking model’s final combat roll. The maximum bonus for an APA Pod is (+1).
If an enemy model should move out of the current AoE of the activated APA, the bonus provided is no longer available for an attacking model. Subsequently, an enemy model that moves into this AoE will allow for the addition of the bonus should it be subject to a later attack.
The targeting bonus will remain in effect from it’s current activation until the beginning of that model’s next activation in the following turn.
The model using this function of the APA can also benefit from the combat roll bonus should it also choose to attack an eligible enemy model.
The use of multiple friendly APAs do NOT “stack” to the combat roll bonus, using the highest available rating level for the attack only.
OPTION TWO – Jamming: A model with an APA system, during its current activation, may choose to try and “block” or jam the use of an enemy APA or ECM system by overwhelming their sensors with highly concentrated bursts of energy, creating electronic “noise” to disrupt their data streams. APA Pods cannot use this option and will automatically be “jammed” by an enemy attempt against it (no opposed roll needed).
Example: A model (A) with APA 1 is activated and declares, as part of their activation, an attempt to jam an enemy model (B), also with APA 1. A jamming attempt uses an opposed roll to determine success, so both players will roll 2d6 and add the rating level of APA system to their respective roll. If model B wins the opposed roll, the attempt fails, and the action is lost. Should model A win the roll, model B will be unable to activate its own APA until after the end of its next activation.
Is the enemy model required to be in the AoE of the activating model’s APA system? What if it has both a APA and ECM system?
No, jamming does not require targeting data so it less dependent on range and an enemy model equipped with a APA and ECM system will have BOTH systems jammed.
Are there any other modifiers applicable to the opposed roll?
Yes, Ace and Veteran pilots/crews and a WSO will add their bonus to the final roll.
What if the enemy model has already activated this turn? And what happens if the enemy model is currently using their APA or ECM system?
If the enemy model has already activated this turn, it will be unable to use either system until after the end of their next activation in the following turn. If either system is currently active, any effect it is currently generating is removed and cannot not be reactivated until after the end of its next activation.
So, an enemy model is jamming one of my models, what happens if I have another one of my models jam it?
The jamming effect is cancelled, and your model may use either system during its next activation.
I had already activated my model this turn and had been using option one with my APA system before I was jammed. If the jamming is removed does the use of option one return automatically?
No, you will have to initiate it with a new special action on your next activation.
BONUS – HARM GMs: A model with an APA system may use upgrade points to equip HARM guided missiles. When used as part of a direct-fire combat action against an enemy model with an ACTIVE APA or ECM system (either option) during the current turn, HARM missiles do not require the use of an additional target-lock action to be used in the attack and adds the rating of the APA system to the combat roll as a (+) modifier.
Does using HARM GMs require a special action?
No, it is considered part of the combat action.
Does the automatic target-lock apply to other direct-fire weapon systems? Does a normal target-lock also add to the combat roll to the HARM attack? Does the automatic target-lock also add any ATC bonuses to the HARM attack?
Does Ace/Veteran Pilot/Crew and WSO modifiers apply to the HARM combat roll?
ECM (Electronic Counter-Measures) is a specialized jamming array designed to radiate concentrated energy signals at an enemy’s radar and other targeting/detection systems across a wide range of frequencies. This type of jamming requires a lot of power, limiting the overall range of an ECM system.
How is this different from the normal jamming used in option two of APA and ECM systems?
A dedicated ECM system works across a wide spectrum of frequencies and is typically referred to as barrage jamming, providing interference that degrades the ability of the enemy to specifically target. Option two, also known as base jamming, goes directly after the source of an emission, attempting to block any data from being used.
How does an ECM work in game terms?
While typically built “into” a given design (CAVs, vehicles or aircraft only), an ECM is currently available on two configurations: ECM 1 and 2. Both systems perform the same function but differ in power and range. Examples include the Terran’s Talon Cloak System 26 and the Rach’s Kahn R-Series 21c ECM systems.
An external ECM pod is available as an add-on to an existing model but is severely limited in its overall power and use as detailed below.
A model with an ECM system will require the use of a Special Action when using either of the following options. Only ONE option may be used during the current activation:
OPTION ONE - ECM: Its base function, the ECM will prevent the use of the target-lock action (or loss of an existing target-lock) of an enemy model located in the area of effect (ECM Pod: 18”, APA 1: 24”, or APA 2: 36”) measured from the center of the model that is actively using the ECM, moving with the model as it moves (if any). The rating level of an ECM system affects its overall range and its effectiveness when be used for option two. The ECM Pod does not have a rating level and cannot be used for option two or the use of HARM GMs.
If an enemy model should move out of the current AoE of the activated ECM it will no longer be affected by the target-lock block. Subsequently, an enemy model that moves into this AoE will no longer be able target-lock an enemy model and will lose any current target-locks it may already have.
The use of option one by a model will remain in effect from its current activation until the beginning of that model’s next activation in the following turn.
Does an ECM system block EST?
No, but it does prevent the enemy model from acquiring or maintaining a target-lock, effectively removing EST from play.
OPTION TWO – Jamming: See above.
BONUS – HARM GMs: See above.
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