Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts

Tuesday, September 3, 2024

Fooling Around with Deck Plans

I've been straightening out the workspace to have my laser and 3D printer ready to go at all times while maintaining a painting and modeling area. If I can manage it, I'd also like to have a small table for all of the ongoing game stuff. 

If big enough, I'd have a permanent setup of Star Smuggler ready to go. 

I keep playing this game, and I've broken it the rules in so many ways. On my next playthru, I plan on using this set of deck plans for my ship. 

This is my Devilfish ship simplified for Star Smuggler. It's 4 times bigger than the original game's ship. The original game created the opportunity to purchase a second, third or fourth ship, but never a larger ship. 

Having run multiple ships at the same time, I know the rules break due to "out-dicing" the enemy. Simply put, the preprogrammed enemies can't split their fire effectively so multiple ships break the game. 

To counteract this, I would create a tiny fleet of enemy ships so you aren't merely facing the Scout, the Battleship, Hoppers in space, and the handful of reskinned Antelopes. 

Speaking of Star Smuggler (again), there is another game called Star Smuggler on Drivethru RPG. I was thinking of checking it out. 

Monday, January 15, 2024

Setting Unknown - A Solo Endeavor

Right now, I am in the planning stages of a new Star Frontiers campaign. I do this to myself every year. I want to play a game exactly at the point where the NFL and NHL heats up. I can ignore hockey for a bit, but this SF Campaign is going nowhere until Feb 12, after the Super Bowl.

I decided to do other things, such as ship design and planets. I mention Typhon, the planet where the PC will start. I'm in the brainstorming mode for the planets, which is handwavium for "the back burner". The fact is, I don't plan on having the players hang out there for very long. 

Ships are another story. The players will have a pair of gigantic shuttles, Hull Size 2. This is just a tad smaller than an assault scout. The shuttle is barely able to make a jump, the primary issue is it's just too small for supplies. For this reason, the two shuttles are paired with Hull Size 5 Electronic Warfare destroyer. 

This variant of Destroyer makes sense in game terms, it would have been helpful in the War but now that the war is over, something has to be done with all of these extra ship hulls and engines. Without the electronic warfare gear, the hulls are basically free. As they have also been stripped of their major weapons, the sale of these ships to civilians is fine. The characters won't be civilians for the most part, but why give them an inordinate amount of guns? 

What makes these ships very special is their double engines. They have both Atomic drives and Ion drives. The same for the Kon-Tiki shuttles. Why? The Ion engines allow each Destroyer and Shuttle to mask themselves or others. That would have been great during the war, but in the hands of the players, allows a quick ship that doesn't need an engine rebuild every time they jump. I want them to feel like they are on their own, even when they aren't.  

Anyway, back to "Setting Unknown". 

I was thinking of playing Star Smuggler again. I have been playing too much Endless Sky and Escape Velocity, for a theoretical review of each. I have played all three games a zillion times. I want to go beyond rule mods and stuff, hence a new setting. One that is currently unknown. 

I stole some images from Endless Sky and Wikipedia. This ship is a combo of the
nose of the Arrow and the tail of the Hawk from Endless Sky. The shuttle is a headhunter.
The Dreamlifter is for scale.

The main protagonists have a 20-meter ship, or 400+ tonnes*. This is basically on the order of the 747 Dreamliner. Like the characters for my SF campaign, they have a smaller shuttle. The Dreamlifter can carry about as much as its empty weight. (From reading Wikipedia. YMMV.) As you can see, the shuttle won't carry a lot, maybe 20 tonnes. 

(*The future might be metric.) 

I figure in the future, we can do better within limits. I will assume that the ship weighs 100 tonnes and can carry 300 tonnes of stuff. If you are empty, you can go faster. If you are loaded to the maximum weight, you move normally. If you are overloaded, you can't make an FTL jump. All extra equipment beyond what a spaceship comes with is subtracted from cargo space. 

The standard crew for a spaceship is the 5 man band - Pilot, Co-pilot, Navigator, Engineer, and Payload Specialist. If you have weapons, the pilot can fire forward cannons and missiles, and the Co-pilot and payload specialists handle everything else. To move, you must have at least a Pilot. 

FTL in this Setting Unknown is teleportation like Battlestar Galactica. Rule one, it takes a day to pump power into the capacitors to make that jump. Rule two, you can have a lot of extra capacitors. Generally, ships are ready to jump at all times, assuming they aren't doing anything special beforehand because they have more than one capacitor. 

Jumping into a system is generally not dangerous as long as you don't jump to a busy point. Jumping to the surface of a planet is bad because you will likely miss your target by a couple of meters in a random direction. BOOM! 

Jumping FROM the surface of a planet is easy as long as your target is empty space, except the authorities will hunt you down for causing a calamity on populated worlds. 



Bad, but fun.

I have no idea how combat, movement, economics, or anything else will work but I have some ideas I'll share in the coming posts. 

I don't know what to call this class of ship. Help me out in the comments below. 

I am now back on Facebook which is a big change. I am not using the whole "Link in the comments", so my only way to attract followers is word of mouth. You can also see me on Mastodon.Social and Dice.Camp in addition to MeWe. My last outlet, one that I am going to start working hard on this year is Ko-Fi

Sunday, May 14, 2023

Star Frontiers: Knight Hawks Boardgame and Campaign Expansion Review

I have some more content queued up for POP-001, but I have to get some bugs out of my system. I did a review of Star Frontiers with the intention of returning to review the expansion set Knight Hawks. It's been 2.5 years, so I should do it now. 

Title: Star Frontiers: Knight Hawks Boardgame, The Campaign Expansion, and Warriors of Light Module
Designer: Douglas Niles
Year: 1983
Pages: Boardgame book, 20 pages. Expanded book, 64 pages. SF0, 32 pages.
Number of players: 2+
Rating: ★★★

Star Frontiers is a classic science fiction role-playing game that was first introduced in 1982. One of the most exciting aspects of the game is the Knight Hawks expansion, which focuses on ship-to-ship battles. This expansion provides players with an opportunity to engage in space combat, which is a crucial element of the science fiction genre. This set was a boxed set like Alpha Dawn and even follows the exact same book and page count as the original. 

The key features of the Knight Hawks expansion are the ship-to-ship combat and ship design system. Players have the ability to design their own spacecraft from scratch, giving them the freedom to create vessels that suit their playstyle. The ship design system is complex but rewarding, allowing players to customize every aspect of their ship, from its weapons and defenses to speed and maneuverability. Plus every part of the customized starship simply works with the ship-to-ship combat system right out of the box. 

Players don't need to create ships to engage in ship-to-ship combat, the module will gift them with not just their own ship, but a whole fleet of ready-go ships. The combat system is turn-based and consists of three phases: movement, combat, and damage control. The phases are crucial for setting up attacks and avoiding incoming fire so as not to resort to damage control.

The combat phase is where the action really heats up. Players can choose from a variety of weapons, such as lasers, missiles, and torpedoes, to attack their opponents. Each weapon has its own unique characteristics, such as range, damage, and accuracy. 

The game uses what I call a Chocolate, Vanilla, and Strawberry system of weapons and defenses. There are missiles, lasers, proton beams, and electron beams. I seem to recall neutron beams, but I think stole that from Starfire, another excellent game from the time period. Specific attacks are modified or negated by specific defenses which creates a wild dynamic where ships might have the WRONG type of firepower. As confusing as the terms are, there are only three or four so you can roll with it pretty easily. 

There is a damage control phase, where players can repair any damage their ship has sustained during combat. This phase is vital, as a damaged ship is less effective in combat and can be destroyed more easily. Players can repair damage to their ship's hull, engines, weapons, and defenses, but doing so requires time and rolls against the DRC rating of the ship. It is far less complex than StarFleet Battles and can be adapted to be more Traveller-like by ignoring the DRC for some aspects and allowing characters to use their new starship skills to get stuff done. I wouldn't suggest making every repair a character skill roll, but the nugget of the idea is there. 

I play StarFleet Battles, so I can't call this set complex or deep, but it has Basic and Advanced rules can get new players going with minimal fuss. Was I to stop the review here, the boardgame rules are stand-alone and would get 5 of five stars. 

You'll notice that I gave this set 3 stars. That is because the integration with Alpha Dawn sucks. In Alpha Dawn, we left the characters with 3 PSAs with a max of 6 ranks. Knight Hawks throws in 4 more Star Ship Skills which are not PSA, but dependent on PSA. And require them to be nearly maxed out. 

What?  

On day one of purchasing the box set, you are months away from having your old characters gain the necessary skills to use this set. That's garbage. What does firing a gyrojet weapon at a tank have to do with lobbing a giga-ton nuke at a ship in orbit? Driving a car is related to jumping a spaceship? No. That shouldn't be a thing. 

I could explain the way I handle this hitch, but instead, I will ding this set 3 stars and allow you to engage with your players as you see fit. I WILL give this set one additional star for adding more vehicles and space combat into the mix while resolving the chronic "First World Star Frontiers Problem". 

What I call the First World Star Frontiers Problem is a lack of creativity in the creation of modules. It is really a problem of having too many options or possibilities available in the rules and settings hampering an author's ability to create an engaging scenario. Virtually all of the modules lay out a scenario, then strip the players of some or all of their weapons and kit. That is a systemic railroad if I ever saw one. 

Don't do that to your players, do anything else. 

Knight Hawks actually fixes this problem as even lifeboats have guns and ammo, tools are weapons and the ship is a flying storehouse. Giving the characters a massive starship basically means if they lose their gear, they go back to the ship and gun the f--- up, and come back with a vengeance. This is a better playing experience than losing it all and coming back from nothing. Half of the game is shopping for kit or designing spaceships. Why bother striping gear for every pre-packaged adventure? 

In conclusion, Star Frontiers Knight Hawks is an adequate expansion that adds a new dimension to the already good Star Frontiers RPG. The ship-to-ship battles are engaging and challenging, requiring players to think strategically and use their resources wisely. While the system may be overwhelming at first, the rewards are well worth the effort. If you're a fan of science fiction and role-playing games both halves of this system are for you. 

You can pick up a copy on DriveThruRPG either in PDF or Print. Either is very nice and the two boxed sets are combined together, so it's just one purchase. Personally, I would buy the combo PDF and Print set so you can print off as many of the map pieces and counters as you like. Star Frontiers has really nice counters and starship deckplans. 

Monday, October 17, 2022

Ships by Studio Bergstrom

I need to lay off the credit card. In just a few weeks or less, my OSE set will arrive. I can't wait... but I have some games that I can't play and review due to a lack of minis. Yes, I'm playing the "not enough minis, even though I have a ton of unpainted minis" card. 

I decided to try out Studio Bergstrom. They have a series of ships called "Galactic Patrol" that are not specific to any TV or movie I have seen. Honestly, I haven't seen them all even though I've tried. The 11 ships I selected set me back $55.00 before shipping, which makes the math nice. $5.00 each on average. 

With these first 11 ships, I want to practice painting. I figure I could come up with a nice paint scheme and vary the scheme by changing the base or detail colors. These 11 will be my base squad with one set of colors and the next order of 11 can have slight changes to create either a different squadron or an opposing fleet. 

(It occurs to me that I should buy a nice camera to take pictures of my models. Maybe if I stop buying models.)

Now, I didn't pick the largest ships available, I selected what I thought looked good for a matching squadron.  

1 Europa Cruiser
1 Scandinavia Destroyer
1 Indochine Cruiser
2 Africaino Destroyer
2 Oceana Destroyer  
3 Nipponese Corvette
1 Mongolian Cluster Frigate

Oceana Destroyer
Now that I have them, I was surprised, perhaps shocked, at the level of detail on these models. My poor photo skills do not do them justice. What had started as a lark to get back into painting brought a smile to my face when I realized that these models might be moderate to difficult to paint. At least for someone like me who has degraded skills. They aren't starter models, they are amazing ships. 

Many of the ships come in two parts, top and bottom hulls with additional turrets and details. 

The largest 4 ships came with silicone bases. These ingenious little things allow you to ram a pin through the base to mount the ship. I'm not sure if the pin's pointy end should pass through the base to the bottom of the ship or the other way around. Either seems like a fine idea. 

I should have taken a better picture of the whole group of ships. Anyway, I will take more pictures as I get some paint on them. And they will feature in some of my upcoming reviews. 



Friday, October 14, 2022

Perfect Pairings, Diamond Dogs, Turquoise Days

This post comes courtesy of a long-time reader and benefactor, Blackrazor who gifted me a great many books and treasures.  

You can find Alastair Reynolds at www.alastairreynolds.com and approachingpavonis.blogspot.com



Alistair Reynolds' Revelation Space is an excellent series of books however, Reynolds manages to zig-zag triumphant epics and eldrich horror in a way that does not make the reader envy the characters. There are too many Faustian endings. It is not the sort of series that makes excellent roleplaying, the players would feel cheated or screwed. 

Except for one game... called Golgotha. It was made for the Revelation Space. Specifically, it pairs with a pair of short stories called Diamond Dogs, Turquoise Days. Sure, it's a hack but sometimes hacks make the most sense. 

In my last post, I wrote a great deal about the TV show The Rain. Enough to make the reader interested in watching it. This time, I would like to tell you about Golgotha more than Revelation Space because it appears to me that Golgotha is Revelation Space in RPG form. 


Golgotha is a hacked OSR game, where players generate their characters by special rules. Basically, if one stat is over a specific amount, the next stat must be 7. Once the 7 is assigned, you go back to random generation. It's good that the rules allow you to increase stats because sometimes the player will have some stinkers to start. That's pretty good. At least, better than D&D 3.x where everyone is racing to 18. 

This is a heavily modded OSR D&D-style game. Black Hack in particular. Rather than using tables, each stat is used as a target number for tasks and usually low rolls are better. The lack of tables makes this edition of ORS D&D very rules-light. Damage is based on class, abilities also on class. Oddly, characters have no Con bonus for hit points. This seems to be a scaling issue, where gobs of hit points would be detrimental to gameplay. 

At every other level, you get a talent that improves your character in specific Golgotha-themed tasks. And what an amazing list of tasks it has. Your goal as a character is to obtain materials for trade with an alien species for more power... or quirks. Rather than being trapped in the typical grind for experience, the completion of a task leads to more power. Not only do characters become more experienced and powerful, but they also get special powers based on what they collect for their alien overlords. Participation is equal to specialization because those other random skills make a character unique. It's D&D in Space plussed with fewer rules. That is a unique twist. 

Before I go, let me tell you a bit about the premise of Diamond Dogs which will totally explain why it's a great fit for Golgotha. In the 25th century, Roland and Richard discover something they call Blood Spire, clearly an alien artifact. Roland builds a team to crack the secrets of the Spire: a hacker, a gene-spliced and mind-altered mathematician, and a surgeon/body-modder, plus Richard. 

Each level of the Blood Spire has a specific mystery to be solved. Sometimes it is a difficult mental problem, other times it's a physical challenge. Failure results in ever-increasing peril. Level 1, get pricked in the finger. Level 10? Into the meat grinder, with no saving throw. Level 50, oh... you get the picture. 

It soon becomes obvious that there are several dark forces at work. Roland may be fixated on problem-solving in general or perhaps bewitched into delving deeper into the Spire. The hacker and the body-modder have their own goals. Richard and the mathematician have some history between them. What should be a linear story develops twists and curveballs. And the end has the biggest kicker. 
 
Go ahead and check out Diamond Dogs, Turquoise Days : Tales from the Revelation Space Universe on AbeBooks. 


And don't forget to order Golgotha from Drivethru RPG. 

If you have a Netflix account, you can watch "Love, Death & Robots" for two adaptions of Reynolds stories called “Beyond the Aquila Rift” and “Zima Blue”. Not for children.

Saturday, September 24, 2022

Perfect Pairings, Episode One The Rain

In this post series, I will be selecting TV shows and movies that pair nicely with different rulesets. I won’t be picking big-budget, well-known series that probably have dedicated rulesets, like Star Wars, Firefly/Serenity, Farscape, or anything in the MCU.

I wanted to start off with an easy one, a TV show is adaptable to many sets of rules.

The Rain is an amazing Danish TV series running 3 seasons. It is available on Netflix and it’s a very quick binge. The Rain’s story is covered in just 20 episodes, which is great for gaming. Once establishing the scenario, the tight episode schedule allows for a great amount of deviation for role play.

The main characters are Rasmus and Simone Andersen, two children who live through an apocalyptic plague carried by the titular Rain by escaping into a secret bunker. Cut off from the world, they live in isolation for 6 years. They are forced out of the bunker by an alarm and are taken captive by Martin, Patrick, Lea, Beatrice, and creepy Jean. Simone turns the tables on the raiders by revealing that there is a network of bunkers full of food and supplies the gang desperately needs.

It soon becomes clear that the raiders are atypical survivors who avoid as much trouble as they can. They live by their wits and their ability to hide. It is rather anticlimactic when the plot reveals a dangerous organization called Apollon that hunts survivors for unknown purposes, making Martin and Patrick’s gang far less dangerous than they seemed in the prior episode. Even Jean who starts off creepy is far, far less threatening than one would imagine.

The technology stays about 5-minutes in the future, with the highest tech items being either drones or one-off 3d printed affairs with little purpose other than to build suspense. The vast majority of the technology revolves around detecting various things and horror-style virology experiments gone wrong.

The series is weapons-lite, where the primary purpose is either defense or mayhem. This is kind of understandable given the possibility that the sky could open up and kill everyone. Marin has a semi-automatic rifle, but no one else bothers to pick up a piece. The scenario puts the rule of 3 in full effect: water, shelter, and food, in that order. Many of the other survivors have weapons but not the skill to use them effectively nor the ability to maintain them. Apollon is a paramilitary group that uses Humvees, body armor, and automatic weapons but is not terribly inclined to use them. The story is more of a cat and mouse game than a post-apocalyptic shoot ‘em up.

In adapting this universe for gameplay, the referee or gamemaster will be crossing off more items than they add to pretty much any ruleset. That makes for quick set-up and low maintenance.

I did notice some odd items that were missing in this series. Of course, cell phones are a thing of the past given that electrical power is not generally available. The same goes for private vehicles due to the total societal collapse. Some characters have bows and arrows. I found it odd that almost no one has a knife, axe, or hatchet. Nothing could be more useful in a survival situation.

This universe would be perfect for a low-tech introduction to any version of Traveller. Personally, I enjoy the Cepheus Light edition but literally, any edition will do. The lack of gunplay will increase the character’s survival rate because guns in Traveller are rather… ah, final. Traveller’s skill collection and mechanics are perfect for this sort of cat and mouse thriller but would require some careful choices in character generation. 

On the plus side, most of the characters in The Rain are under 30, so straight character generation might not be too off kilter. Simply replace certain items from the tables with more mundane goods. I would urge a referee to modify the tables in advance with goods and resources from the world of The Rain preloaded so players don’t feel cheated.

More than a few of Traveller’s skills are not made for a 5-minute in the future story but by performing the same preplanned swap for other skills is easy. Logistical and basic education skills are king in this sort of world. It is important to let the players know you aren’t taking things from them but substituting a skill that is more appropriate.

Another old ruleset that could work is Top Secret. That game has a good set of skills baked right at character generation. Going light on starting skills mirrors the feel of The Rain’s characters. Many of the main characters have no college education while a handful are “Super Asmodeus” types when it comes to knowledge. Depending on the player’s style and desired characters, you could make a “team level” pool of skill points where the party chooses who to dump points on. Top Secret isn’t set too far in the past, so it’s almost perfect for this TV show’s era. Again, the lack of weapons in the show will merely enhance character survival.   

My last pick of rule sets is After the Bomb by Palladium. The reason I place it last is The Megaversal system is so well integrated, it is easier to expand the possibilities than reduce them. Megaversal is a great system but the referee would need to cull a ton of bits to fit with The Rain. While After the Bomb seems a little off-beat for a bunch of plain Jane humans, I have not revealed details of the TV show which make this a sensible choice. 

The skill system is robust and sound. There is a total lack of MDC weapons used in The Rain but that doesn’t mean the heroes won’t encounter MDC tough items in the form of vehicles and bunkers and such. I like the hand-to-hand combat system for this sort of survival scenario. Lots of dodging and parrying and pushing, as opposed to city leveling MDC combat. 

What I haven’t mentioned in some mysterious events and people in The Rain, so as to avoid spoilers. After the Bomb and Traveller have the best rules to support these things while to my knowledge, Top Secret has none. A savvy referee could probably adapt these issues away while using the strengths of the Top Secret to keep things together. 

Now, you may wonder why I haven't suggested other rulesets. The reason for this is simple, three is reasonable AND this is a series where I'll make future pairings of movies and TV shows to game sets. Stay tuned, your favorite game may show up eventually. 

Sunday, December 5, 2021

The Lost Room - Mini Series Review

Ah... 2006's The Lost Room, a Sci-Fi Channel 6 hour mini-series starring Peter Krause. Worldbuilding and magic objects make this show go. "It opens every door," and then some. 

Krause stars as a divorced dad and Pittsburg police detective, Joe Miller. This is exactly the point where most but not all of the police procedural ends and the crazy begins. The series opens with a series of murders at a pawnshop with the number one suspect missing. Finding this guy is the key to The Lost Room. Joe finds his man dying from unknown causes and with his last breath, he places a key in Joe's hand. 

From there, Joe's world spins out of control. You can try the trailer to try to get a sense of what's happening, but it doesn't quite cover it. 

Joe finds every door opens with the key, yet returning to the door he entered doesn't work as it should. He hops from a sun-drenched hotel room off of Route 66... circa 1960 to many different points around the world. Through trial and error, he makes his way home. Joe's daughter , Anna disappears into the room sending Joe on an insane quest to learn the secrets of the room to bring his child back. And to clear his name of Anna's murder. 

While it sounds like a bit from Monsters, Inc., the lost room is even odder than a one-eyed Mike Wazowski, Boo, and Sully dropping acid. 

The world Joe and his daughter disappear into is one of creative storytelling with 100 objects cast minor characters to build a story of consistent insanity. Consistent enough to create a warped police procedural. Every item has a purpose, every purpose leads Joe step by step back to the room and his daughter, with every step, bringing a crazed 60s hip mythology to life through magical items. Items that call to people, items that are collected and killed for, the Objects of desire with a horrible price. 

I wish I could say this mini-series was amazing, but it's really middle of the road. Peter Krauss and Ellie Fanning deliver, the story as wonky and compelling, but somehow the story never really progressed to satisfaction. It could be that Sci-Fi Channels' treatment of the story as a backdoor series pilot is to blame. Or maybe the internal consistency was not meant or able to progress to a regular serialized TV show. I'm not sure. 

It was well written, nicely filmed with interesting locations, and still didn't quite rise to what it could have been. In rewatching in 2021, it is still as intriguing and crazy as it was in 2006. A modern-era Twilight Zone that didn't get the same traction as that other, more sustaining TV show. It has many of the same weird vibes as the X-Files without being locked at the turn of the century. 

I give it a strong 3 of 5 stars. 

You can pick up a DVD with the original 3 episodes parcelled out as 6 one hour episodes plus an 18-minute featurette called "Inside the Lost Room". On the DVD, the episodes have the following titles: 

  1. The Key,
  2. The Clock,
  3. The Comb,
  4. The Box,
  5. The Eye,
  6. The Occupant.

Sunday, June 20, 2021

Minigame Tryout Compartments

This game is designed to be as simple as possible. There are limited number of systems and compartments on each ship. 

In the last post, I mentioned 6 different hit "locations" for criticals. Each type of ship has a list of six hit locations, all of which are different.  

You will notice that some ships are compromised by different types of criticals while others are not. A commercial ship doesn't have the same abilities as warships or auxiliaries, so they cannot lose these systems. Warships are hardened against many attacks, so they cannot lose particular abilities. 

A commercial vessel has the following critical hit locations: 

  1. Life Support,
  2. Communications, 
  3. Hyperdrive, 
  4. Sublight Drive, 
  5. Compartment breech,
  6. and Cargo Hold.  
The Auxiliary ship has a different list: 

  1. Life Support,
  2. Communications, 
  3. Hyperdrive, 
  4. Sublight Drive, 
  5. Compartment breech,
  6. and ECM. 
The Military Ship has the following: 
  1. Communications, 
  2. Hyperdrive, 
  3. Sublight Drive, 
  4. Auxiliary Drive,
  5. Compartment breech,
  6. ECCM. 
What effect do each of these things have on a ship? 

Life Support keeps the crew alive. If it is damaged, it must be repaired at the end of combat. If it isn't the ship must be abandoned at the end of combat. 

Communications are the ship's radio and other systems. If the ship loses it, it may not surrender, coordinate attacks with other ships, combine fire (and die rolls) of two or more weapons. It's not really critical, but more of a nuisance if it is damaged or destroyed. 

Hyperdrive, Sublight Drives and Auxiliary Drives are pretty explanatory. Without Sublight drives, you can't manuouver. Without a Hyperdrive, you can't flee combat. An Auxillary Drive is a backup system for both sublight or hyperdrives. It can either maneuver a ship or allow you to escape battle via a jump. Once the choice is made, the other is ceases to be an option. 

ECM is Electronic Counter Measures. It screws with an enemy's targeting of your ship. Losing it reduces the effectiveness of you defensive systems. If an Auxiliary loses this equipment, they are hit has often as a commercial ship would be, except criticals remain the same. Commercial ships don't have ECM, so can't lose it and it is deeply buried in a warship, it can't be lost. 

ECCM is Electronic Counter-Counter Measures or the ability to fine target another ship. Warships have them as an extra part in their design. Losing it reduces your effectiveness in combat. ECCM covers an array of combat situations. For example, ECCM allows a ship to target multiple ships with one weapon. Neither Auxiliaries or Commercial ships can have ECCM as a standard part. There are a few exceptions. 

Compartment breech and Hold hits damage specific areas on the ship. For the commercial ship, it represents a large area that is easy to hit on a Commercial ship. It appears twice on the critical tables, once at the top level and second time on the compartment table. Other types of ships have holds, they are relatively small and don't appear on the critical table until specific compartments are hit. 

If Compartment breech is rolled, you have lost the use of one item on your ship and any crewmen in that area are killed either by the impact or being spaced. They can be replaced from other sections of the ship. Some items can take more than one hit. 

Here are a list of all possible compartments, not every ship will have every type of compartment: 
  1. Bridge, 
  2. Shield Generator.
  3. Emergency Station. 
  4. Turrets
  5. Weapons Bay, 
  6. Engineering, 
  7. Cargo Hold, 
  8. Shuttle or Fighter Bay/Hanger, 
  9. Magazine, 
  10. Armory,
  11. Medical, 
  12. Vehicle Bay, 
  13. Vault, 
  14. Barracks
  15. Medical
  16. Quarters.  
Once a compartment is destroyed, the next item on this list is hit in subsequent rolls. The bridge is always item 1, shield generator and emergency station is always 2 and 3. Barracks, medical and crew quarters are always last. 

Players arrange their critical list as they see fit, using the rules above. Commercial ships and Auxiliaries are at a disadvantage as they typically don't have all 16 items available to them. 

An example layout of a ship could be: 
  1. Bridge,
  2. Weapons Bay, 
  3. Engineering, 
  4. Cargo Hold, 
  5. Shuttle Bay,
  6. Vehicle Bay,
    Vault,
    Medical
    Quarters.  
The first six items are subject to hits all the time, while the items with no numbers cannot be hit until something is crossed off the list. If the ship lost engineering, the vault would replace it on the list. After vault is destroyed, medical is next. If the fighting was intense, the ship could be destroyed before anything else moves up the list. In any case, quarters would be the last compartment destroyed.  

Some items that can take more than one hit are as follows: 
  1. Turrets,
  2. Weapons Bay, 
  3. Cargo Hold, 
  4. Shuttle or Fighter Bay/Hanger, 
  5. Magazine, 
  6. Armory,
  7. Vehicle Bay, 
  8. Vault. 
The weapons bay and turrets can take up to three hits each and hits may be distributed at the captain sees fit. The first hit degrades the weapon or turret dropping it a tech level. The second hit knocks it out and third blows it off the ship. A vault can take three hits. The first two damage it and the third destroys it and its contents. 

The magazine and armory can take two hits each, but are non-functional after the first and blown away on the second. The armory stores weapons for ground combat, it has no meaning in a fight unless boarding occurs. The magazine feeds some weapons. When it is damaged, those weapons can only shoot with the ammo they have at the ready. For commercial ships, this one one more shot, for auxiliaries it's two and for military ships it is three. 

The hanger or vehicle bays can take one hit for the space and one additional hit for each vehicle stored there. Once hit, they may not launch shuttles or deploy vehicles until repaired. 

In each of these cases, the ability to be hit multiple times does not increase the number of hits a ship can take. If a commercial ship takes 5 and 5 criticals, it is destroyed. Usually. 

Cargo holds are an exception to the rule. A unit of cargo destroyed DOES absorb a hit above and beyond what a ship can take. The last hit guts the cargo bay. A commercial ship with 10 units cargo could absorb 10 additional hits to the cargo bay on top of the 10 needed to destroy the ship. Hangers and shuttles do not have this property as the items stored there tend to explode, burn or become heavy projectiles when hit. 

I haven't explained what every item is for, which will be the next post and subsequent posts will cover fighters, shuttles, boats and combat modifiers. 

Minigame Tryout


There is something liberating about a blank piece of paper. I have better tools, but paper and pencil is the best for ideation. After looking long and hard at Star Smuggler, I decided to create a mini-game based off of it. This is probably very derivative of many sci-fi games. 

Combat rules are simple. Roll one six sided die for each tech level of your guns. If multiple guns are available, they are either fired singly or grouped together. This will impact the number of critical hits you can do. If the opposing ship is a commercial vessel, you hit on a 1-3. If the opposing ship is an auxiliary ship you need a 1 or 2. If the opposing ship is a military vessel, only a one hits.

A Commercial ship is anything that is not designed by the military. A critical will be scored on two 1's or two 2's sequentially. Two criticals will be score on sequential rolls a 1 and a 2. These must be sequential rolls. For example a roll of 1, 1, 2, 3, is just one critical and four hits, while a roll of 1, 2, 1, 2 is four hits and four criticals. 

An Auxillary is a commercial ship designed with military tech and refits in mind. It is not a war vessel, but has some defenses. It is hit on a score of 1 or 2. A critical will be scored on two 1's, sequentially. Two criticals will be score on sequential rolls 1 and a 2. For example a roll of 1, 1, 2, 3, is just one critical and three hits, while a roll of 1, 2, 1, 2 is four hits and four criticals. 

A warship or military ship is designed specifically for combat. A critical will be scored on a sequential rolls of 1 and 1. Military ships do not take double criticals. For example a roll of 1, 1, 2, 3, is just one critical and two hits while a roll of 1, 2, 1, 2 is only two hits and no criticals.

A ship can take a number of hits depending on type not size. A commercial ship can take 10 hits, a Auxiliary can take 15 and a warship can take 20. Warships are designed to shed fire. 

Critical hits score a point of damage and damage a specific part of the ship. Critical hits are scored against certain parts of the ship: Life Support, Communications, Engines, Warp Drives, Shields and specific compartments. While each of the first 5 can be damaged only once, specific compartments can be hit multiple times. Think of it as trying to destroy a garbage can with a sledgehammer. It just keeps taking ugly hit after hit. Enough hits and it stops being a garbage can or in this case, a ship.  

Next post, compartments, shuttles and fighters plus roll modifiers. 

Friday, June 18, 2021

Right Name, Wrong Game

I've written hundreds of posts about Star Smuggler. One thing I glossed over is the combat system for spaceships. I was hoping that you, the reader would download it and try it for yourself. It really is an ingenious system. 

And not entirely appropriate for this game. As the title of the posts says, right name, wrong game. There is a flaw in this system which could be a typo or perhaps something intentional. 

I have mentioned several times that this game seems to have some aspects of Traveller, a very simplified version of Traveller. In some respects that is true. The plots, the technology types, even the Antelope starship itself. But that is where the similarities end. 

In studying this game, I have come to the conclusion that it might have been a stand alone game used by the author for a science fiction setting. Some sort of super campaign. 

One of the hints at this possibility is the combat system. It is really designed well for ship to ship combat where smuggling and piracy are critical.   

The game system has tech levels, from 1 to 6. For spaceship combat, you are able to roll one die for each tech level of the ship's guns. For tech level 6, you can roll a maximum of six dice. 

Roll a 1 or 2 and you have hit. 
Simple, eh? 

Well, yes. There there are the other modifiers and statistics that come into play. If you are shooting at a stationary target, you can roll up to 7 dice. Theoretically, that should allow you to hit at least twice, maybe three times. 

The vast majority of ships in the game absorb 10 hits of damage. With the stock Antelope with the tech level 1 guns, you need to go through 10 lucky combat rounds to destroy another ship. 

However with upgraded guns the modifiers come into play. If you roll two 1's or two 2's, you do a critical plus one hit for each pair 1's or 2's. A critical will damage the radios, the engines, shields, life support, ECM or breech a compartment killing everyone inside. There are six compartment areas. 

On a roll of a 1 and 2, you do two criticals plus hits. 
This random roll of seven dice from Random.org shows the problem. 

This is three hits tech level 6 guns against a stationary ship. But how many criticals? I don't know, which is why I suspect there is a flaw in the rules. 

My personal interpretation is that it is 3 hits plus 2 criticals. The first one and two are combined for the first two hits and the first two criticals. Then the second two is the next hit. If the order had been different, this would have been one critical and three hits. 

There is a third possibility. Perhaps the author intended the player to roll one die at a time so they get a sequence of numbers that can be evaluated in order. 

The upshot of this is, if you rolled a just the first 3 dice, that would be two hits and two criticals. Now when combined with the critical table, a ship can experience hull breaches which kill the crew and disable that area. 

This particular sequence of rolls, 3, 2, 1, 6, 6, 2 would result in 2 criticals, two hits and breach of the cargo hold and destroy the ECM system, if any. 

Repeat that a couple of times and you are on your way to disabling a ship. In the next sequence, I rolled 1, 3, 1, which is another two hits and critical. The critical took out the engines, which gives my next roll an extra die. 
Two more criticals. One took out life support and the other took out the crew quarters. The enemy can still shoot back, but they can't move and can only take two more hits. Anyone not in a suit is dead. 

It sounds like boarding time to me.

The problem with this is scenario is, this can give the player the opportunity to board and take a ship by wiping out the whole crew. That cannot be intentional, at least for Star Smuggler. Having two ships is very game breaking as I have proved a couple of times. 

The author seemed to realize this. Anytime there is a programed space combat event, the enemy ship will surrender at 8 hits and two to go. They rig the ship to explode if you try to take it. So you can plunder but not capture. However, there are random combat events that don't have this rule in play.  

As a homebrewed game about pirates and smugglers, it rocks! 

Thursday, February 20, 2020

USN Cetus and Chesterton Transport

USN Cetus
I have this horrible cough which is preventing me from working in ink. I have managed to cobble together final designs for USN Cestus and the Chesterton Transport ship in Inkscape.

Yesterday, I posted a lot about the Chesterton Transport Ship, so today I will lead with the USN Cetus.

The Cetus has four decks, like the transport, but their arrangements are wildly different.

Deck 1 is dedicated to sensors and a pair of anti-missile turrets.

Deck 2 is the shuttle operation and missile deck. It serves as the main point of ingress and egress for the crew. Often, the missiles are replaced with shuttles. Theoretically, the ship has a secondary capacity for missiles on the lower deck. Because this is a government operation, the ship often has no missiles in either location. Shuttles and drones are cheaper.

There are 4 common ships carried here. The Cetus can carry 3 manned Centaur or 4 unmanned Zombie fighters. Typically, doesn't carry anything so advanced. It is normally equipped with a pair of ABLE recon drones and a Fastback shuttle. The ABLE drone is a wonderful sensor package, but the Fastback shuttle is perversely named vehicle. It's roomy, but profoundly slow. It has two massive doors on either side like a conversion van. It carries 12 passengers or very small cargo loads.

As mentioned before, next deck holds the crew quarters slung between the fuel pods and engine mounts. The Equipment Locker holds many cargo/weapons tractors and fire fighting equipment. Two more Phalanxes are mounted on the leading edge of the ship, which makes this Frigate a wonderful carrier escort. The heavy weapons spaces are designed to carry continent busting nukes, but this configuration is rarely loaded out. The "heavy weapons" are often a pallet of 2 lasers and a single railgun, port and starboard. Sometimes, the Cetus class carries just one of these pallets with the other space being given over to either special sensors or rarely, extra space for the crew. Typically, the officers will sleep in this space, if given a chance.

The lowest deck has the main airlock, which is identical to the Chesterton's hatch. It has very little purpose on the Frigate variant. The Consumable Hold is jam packed with food. The Cargo Bay carries an unusual mix of rescue pallets and maintenance materials. There is a running gag that one Cetus can build a second Cetus from the stuff jammed in the holds.

The Chesterton Transport
Ok, back to the Chesterton. This ship features a science package on Deck 1. This deck is called the Nerd Nest as the science packages are not determined by the ship's owner. The sensors and experiments are specified in the Decadal Survey, which is the result of suggestions by the greater science community. The crew has a manual for maintenance, but only the nerdiest crewmen and women understand the equipment placed here.

Shuttle Operations is two lies for one. Most Chesterton owners cannot afford shuttles for their ships and unlike the Cetus, this space is poorly arranged for commercial shuttles. Usually each Chesterton has a hanger queen, which is only used to test to the inadequate facilities. More often than not, this area is used for recreation. The shuttle refueling lines are bled dry to prevent accidents when used for crew activities.

The third deck is well appointed with crew space to the fore and a large central Engineering space. Having Engineering in the center of the ship supports improved crew and ship safety. In an odd quirk, the bridge is arranged just like the CIC on a Cetus. This was in case of a wartime refit. This only occurred twice in the history of the program and the CIC was the only part of the ship requiring large modifications. The bridge of the Chesterton is far more roomy than the CIC of the Cetus as it has far fewer fittings for crew consoles. The "small holds" are actually larger than crew quarters and have adjustable atmospheric controls.

Deck four carries the lion's share of cargo. Strangely, it has small tractors, trams and locomotives to transport cargo from one ship to other via the main hatch. Unlike the Cetus, the main hatch is used as the main entry point for the crew.

Tuesday, February 18, 2020

The USN Chesterton, Growler and Variants

I'm not feeling so hot tonight. I have a cough and cold, so I can't do detail work. I figured I will just do the write up on this ship. This is middle and largest deck of 5 levels. 

The USN Chesterton was peace-time design for a frigate. The ship featured a large central engineering bay with the bridge just fore of it. Along the front rim of the disc, a variety of weapons were mounted. In the aft area were the crew quarters along with the main elevators. The engines were mounted at an angle, which gave the ship incredible maneuverability at the cost of top speed. 

Since this was a peace-time design, the frigate never made it off the drawing board. Instead, it was re-purposed into heavy tug and transport vessel. 


This configuration necessitated switching the crew quarters away from between the engines to the forward section of the ship where the weapons would have been in the name of safety. It was felt that damage to the engines could too easily breach the hull and kill the crew. USN crews fight suited, so this was not a concern for a frigate. 

When the war started, the Chesterton dry dock facility was already tooled up for transport production and switching to frigate production was easy. Since there were a great many Chesterton tugs and transports already plying the spaceways, this variant was given the name of "Growler" to set it apart. Before the first ship was released from the dock, the class name was changed again to "Cestus".

Because the Chesterton was a proven design, the Cestus/Growler configuration was only minimally tested. The placement of the tightly packed crew quarters in the rear of the ship was never studied. The crews soon found that the engines caused vibrations in the crew spaces. Unofficially, the crews reverted to the "Growler" designation as commentary on the ship's qualities. While not a fatal flaw, the ship was strongly disliked by their crews.

The first and last ship of the Cestus class do not have these problems as they were built to the specifications of the Chesterton for special missions such as mine warfare and electronic intelligence collection.

Monday, February 17, 2020

Dervish and Sword and Flame

The USN Thresher
Prototype
I am try to get the hang of Inkscape. It's going pretty well. I have made improvements to the Sword and the Flame (Thresher) class ship deck plans.

I have even created a variant of it called the Dervish. You can read the write up on the Thresher ship here.

The Dervish is still a work in progress and is far less bleeding edge than the first ship. You can tell that they were built on the same hull, but their operations are completely different. Owning to the fact that the Dervish does not have a unique and experimental engine, the hull is completely smooth.

The USN Dervish Class
The Dervish is a platform designed for modification. It was first designed for engine research followed by a search and rescue ship. Other varients are a scout ship, a science/explorer ship or a gun boat. The ship's interior is a wasp shaped affair with fore and aft open spaces for research. The belt of the ship provides 8 bunk rooms for the crew. As a military ship, this is luxurious.

8 domes are suitable for sensors, science experiments or in the case of the gun boat, weapons. There will be a lower deck, but is sparse on amenities. These are more like semi-optional palettes on an F-15, they contain consumables, with little space for moving around. Unlike the Thresher, the Dervish has no turret.

The search and rescue variant has airlocks on the aft domes and auxiliary thrusters on the fore domes. The test model mounts engines in the fore and aft compartments, which vent out the domes. For testing, instrumentation is mounted on the exterior.

I haven't designed the engines for the Dervish yet, but they will be powerful for a ship of it's size. They will extend the lenth of the ship by about 1/3.




Saturday, February 15, 2020

Starship Design - Centaur Transport

The Centaur Transport is a very successful design, for a warship. It is a mediocre transport. The central hull of the ship is of fixed design with 2 mass drivers as propellant. The wing pods are interchangeable cargo spaces. In this image, the right is plumbed for liquids while the right carries 20 missiles in VLS tubes and 12 nose mounted drones.

The ship is a tumbling pigeon design, meaning gravity is generated by having the ship flip end over end along it's flight path. All work is done in the back end of the ship, in front of the spherical weapons room. Typically, the crew only spins up the ship when they are coasting for long periods of time.

While this depiction shows missiles and drones, this is actually the least commonly used loaded out. The ship's mass drivers make a very effective weapon.

When used as a transport instead of a gunship, it uses aerobraking to slow down to orbital speeds before using small thrusters to match orbits. It is a very ungainly design for a transport.

As a gunship it simple barrels in on it's target, VIFFing (Vectoring in Forward Flight) to dodge fire while using the mass drivers to bombard the enemy as it slows down.

The USN Thresher AKA Between the Sword and the Flame

In my last post, Duke Springer and the crew of the Antelope battled a Talitarian scout ship. Quite possibly, this ship is my favorite ship ever.

Rather than doing a mod of it, I have redesigned the ship from the ground up and designed a deckplan and backstory for this version.


The United Space Navy's Thresher Scoutship utilizes bleeding edge technology which is not available except for a few prototype ships. The ship is tiny. After the size, the next notable feature is it's engines.

Interior, with engines off done in Inkscape.
The engines have four nodes which manipulate space-time in some rather horrifying ways. The engine requires that the ship be sealed from the outside while the interior can have NO closed spaces. To meet this requirement, the hull was grown from a single seed of metal. The walls look organic and flowing. The engine is called "the Flame" by the crew as it throws off a flickering light throughout the interior of the ship. Anecdotally, it is reported that any one who enters the engine area while the ship is in motion is erased from the entire space-time continuum as if they never existed.

In the center of the ship is a single turret and four staterooms. While these spaces have doors, they are not sealed to be airtight. The "turret" is a standard crewspace for the gunner which can move like a regular ball turret, but the gun mount on the exterior of the ship is actually a tiny remote piloted vehicle which flies in formation with the ship at all times, as if it was attached to the vessel.

On the starboard side of the ship is a second weapon, called "the Sword". It is a gravometric weapon which will kill any humans in the target area. It can strike inside an enemy ship without passing through the intervening space or shields and armor. "The Sword" theoretically has unlimited range, but the crew must have details of the target point, which means it is limited to sensor range.

It's a surgical weapon, but is subject to considerable quantum uncertainty when fired. It often fires with no measurable results. "The Sword" has one other side effect. It will kill any crew inside the Thresher in front of the barrel. For this reason it is fired with a delayed trigger so the crew can take refuge in the turret area or staterooms.

A final quirk to this weapon is it will not operate unless it is mostly sealed away from the rest of the ship. It does have a connection to the engines. The area which looks like a hatch is welded closed before take off and cannot be serviced in flight.

The engines also have a similar disconcerting quirk. They must be operated from behind. A crew of three engineers are stationed in the back compartment and cannot leave this area while the ship is in operation. The engines require exactly 688.5 kg of mass to be located in this space and three living people. No one knows why.

This is just enough room for food, water and air for three days, plus 3 people and 3 space suits. Typically these crewmen stay suited for the duration of the flight as it makes weigh distribution static.


Tuesday, January 21, 2020

Sketching With a Heavy Hand Tonight

I'm doing a series of sketches based on my game play of Star Smuggler. Click the link to read the review and download a copy. 

I am sick of the vector art right now. My hand has gotten heavy from a lack of practice plus I am using a mechanical pencil which requires a very light touch. This is probably not helped by the fact that I have been using a Wacom Bamboo for a few days in a row.

Many of these characters are based on what I have seen the TV show Rebels on Disney+, plus a bit of Robotech and reality thrown in. This woman is what I think Emily, the Pilot/Navigator of the Antelope looks like.

Her uniform is sort of based off of a British Submariner's fire fighting kit, mixed with a police officer's bullet proof vest. 

As a pilot/navigator, she doesn't often carry a weapon, therefore doesn't have any holsters. By the Star Smuggler rules, there is barely enough room for her and one other person in the cockpit, therefore she very little in the way of gear that might hang up on something. This is inline with real world tankers.

This guy on the right is also a pilot. He is wearing the minimum amount of kit for flying in space. He is wearing a dress uniform which does have the capacity to accept a helmet on the neck ring, but while one duty, he would be completely suited up in a space suit. He holds his glasses in his left hand. His helmet does have a prescription visor and a HUD, but in his dress uniform, the helmet is mostly for show.

He has a logo on his chest for his unit. The armor like piece on his chest is merely a high-tech unit sash for easy identification, plus it pulls his neckring down tight. Notice that he is fully gloved like Emily above. Unlike Maverick and Han Solo, pilots don't like freeze or fry their hands off while flying.

I will likely add some sort of ceremonial pauldron to one or both shoulders. This guy's outfit is for show, so he'll need to be reworked in mission ready suit.

Deadeye on the right is dressed for combat. He carries a heavy side arm, with some sort of explosive rounds. Unlike the two characters above, he is mission ready.

The cap that he wears over his helmet is cloth, meant to deaden the sound of his gun should his high-tech "ears" fail him. He has heavy body armor plainly visible, but also wears a bulky fabric vest for storage on top of it.

The backpack contains a very limited amount of air and re-breathing apparatus, an evaporative cooling unit and a small short range radio like the Apollo astronauts.

Unlike an astronaut, he has only limited capabilities in a vacuum. This armor is mean for planets with low atmospheric pressure or extremely polluted air. The fabric portions of his suit would probably be a hindrance in a vacuum. Exiting an airlock would probably cause frost to form and perhaps particles of ice to drift around him in a cloud. His undergarment is skin tight to prevent it from balloon in low pressure.

The next person only has a nickname: "Delta Vee". This is my motorcycle's name. Yes, I named it. Like the motorcycle, her clothes are going to be black, teal and purple.

She has three different logos on her uniform. The larger of the two is based on Kingdom Hearts. When I redraw her, this heart area will be more padded or quilted keeping with the idea of softgoods. I think the center will be black, the striping purple and the rest of the outfit, teal.

Zoom in a bit closer, you can make out the second heart on her shoulder. Emily has a braid of some sort on her shoulder, while this woman has embroidery. Between her neck and chest is her knickname: Î´V or Delta V. This should be an upper case Delta, Î”, to match the Rocket Equation, but I like to soft lines of the lower case δ. I might use a more scripty V to match the δ.

She is probably a mercenary or pirate, with a military background. She carries a light side arm, with a sideways magazine owing to the fact that she is pilot. Should she be trapped behind or worse, in a downed fighter, her pistol needs to clear obstructions like Sten type gun. She is probably not the best shot with a pistol, so she carries a lot of ammo with an extended mag. She might not carry many magazines, but what she has is enough for a slow shooting pistol.

In this iteration, she has a cape. I am not sure if that will stay with her in subsequent drawings. Perhaps she wears in when traveling, but not in the cockpit.


Saturday, September 14, 2019

Science Fiction - 000 Armor

This evening I read Population of Loss and was struck by the character Signalman.

He is a sort of mystical entity in a steampunk world. That is epic.

The image to left is a rendition of suit of armor from a reoccurring dream I used to have in the mid-1990s. While I believe my dream was trying to represent a version of me inside a high tech suit, all of my recollections of it are colored by a demented sort of dream-logic, which can seem a bit mystical.

Being from a dream, the suit does not have a name, but for the purpose of this post, I will call it the 000 Armor.

There are three tanks on this armor. The two tanks on the back of the armor contain a substance which is much colder than absolute zero. It shouldn't make sense, but mathematically, that substance should be hotter than hell while the area around it is intensely cold. To regulate that power, the small tank on the front contains an anti-matter reactor. It doesn't provide power to the suit, it keeps the irrationally cold meta-material in check. That work provides the power to the suit, mostly as an afterthought. The wearer's eyes are closed because he is frozen. Only his brain is working at incredible speeds due the cryogenic coursing through him.   

Being frozen, moving fingers are impossible, so the hands are protected by a pair of cestus-like weapons. The wearer cannot "see" light, but the suit is pouring in data from all across the em-spectrum. Moving in a traditional sense isn't really possible. The suit shambles like a zombie when it has to, but it's main motive power is provided by the super cold, meta-material. The suit possesses a property of non-locality. It simply shifts from one place to another. It can't sit idle, it tends to shift from place to place like the disruption of circular waves on a pond by a second rock. Seemingly random, but not really.

The suit's energy needs are met by the differential of temperature between it and the environment and this is moderated by the anti-matter reactor. Its meant for space but on the surface of a planet, it is barely balanced for basic operations. There is an area of alternating bands of temperature which has tendency of destroying everything around it. Plus, the suit is dumping hard radiation into the environment. Most things which come into close proximity to the 000 Armor are vaporized and rain down as an ash-like material over a vast area.

The suit takes moments to put on, but requires an incredible amount of technology to remove. The process takes weeks and is often fatal. While it can handle air, it has great difficultly when contacting solids, vapors and most especially, liquids. Falling in a body of water can drain the entire suit in short order, killing the occupant.

Should the suit start to fail, the operator can open their eyes. Ominously, the 000 Armor's heads up display will show a series of recordings, usually by loved ones, urging the user to fight to stay alive. You would think that this messages would be a digital and wholly fictional creation, but they are not. The operator is required to attend the recordings, so they understand that they must fight or die in these circumstances. 

The suit is tasked with fighting large robotic entities. Picture a city bus standing on its tail and mounted on top of very large tank in place of the turret. These robots have all manor of lasers, grenades, machine guns and missiles, which can wreck a city block or aircraft carrier in moments. It has 2 dozen missiles which are very peculiar in operation. They lay flat inside the main body and are forced out the top of the robot, at any angle. Picture a vertical launch tube on a submarine that can project a missile in any direction from straight up to completely flat. The robot has a small dead zone around it where the missiles cannot strike. Perhaps 40 meters around. The secondary weapons guard this area.

These weapons are all ineffective against the mobility that the suit provides.

The robot entity contains and carries a massive swarm of locust-like drones, which are supposed to collect data and repair damage. They also provide the motive force for the missile launchers.

It turns out that simply ramming the 000 Armor with drones is more effective than any of the robot's  weapons. In the image, you can see that the armor has been knocked around a bit by the drone swarm. The main reason is the swam can cover an area larger than the suit's non-locality function.