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DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER

DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER

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Darkstar - Tabletop Gameplay

Tutoring 6
Skill 16
Idea 14
23 Comments

Just a new table photos some some of our actual game play.  We’re working on a few 3D pieces.  Each hex on the map is 180 kilometers of space, each turn is one minute of time.  This means that each point of movement in the game is 3 kilometers per second.  Usual games pit 3-8 ships per side against each other and last 8-10 turns.  The games take about 2-4 hours.  Each starship gets its own record sheet, which tracks damage, weapons fire, ordinance expenditure, and velocity.  You don’t just get “movement” points in the game, after all, however fast you were moving last turn is how fast you are moving this turn, available thrust must be expended carefully to decelerate, turn, roll, accelerate, or perform other maneuvers in a roughly “Newtonian physics” movement system.

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davehawes
Cult of Games Member
7768xp

Some friends and I as teenagers wanted to design a more “realistic” space combat game. So we focussed on just designing two ships, with schematics, power grids, thrust ratios, crew etc… The design was great fun, and we were very inspired by the edition of GURPS vehicles from that time which had that sort of approach. We played a few games, but we worked hard to make it truly 3D, so our GCSE trigonometry skills were needed to work out movement and attack angles. It was a terrible game in many ways, but I still love the idea of including… Read more »

gladesrunner
Member
2608xp

These was an old game called Renegade Legions that had that kind of detail when you assessed damage in your ship, actually following electrical circuit paths to determine the damage to your ship. It was fun for awhile, but it did get old. In DarkStar, there is a lot of realistic detail…can a ship make it to the system in time to join the battle, does your commander have enough rank “points” to command the number of ships you want to bring in, what was damaged in the last round that you can’t use this round, etc. However, to use… Read more »

donimator
Cult of Games Member
6109xp

I picked up the rulebook and source books for SITS on DrivethruRPG – Saganami Island Tactical Simulator from the Honor Harrington universe. It is vector based ship combat game with full pitch, yaw and elevations factored in by stacking blocks and wedges. I’ve considered picking up the components and giving the game a whirl, but wow is it complicated. There are good reviews and comments from the designer on BGG. The pdf of the rules isn’t too dear and has lots of cool ideas for resolving 3D movement and attacks.

davehawes
Cult of Games Member
7768xp

Sounds well worth a look. I’d love to see a let’s play video of something like that to get a feel for it.

bloodstrike
Cult of Games Member
1414xp

this looks cool even without fancy 3d models. where would one find thr rules for this game and more information on it?

gladesrunner
Member
2608xp

@oriskany has them all in a pdf…maybe he could be persuaded to post them.

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