In previous posts I have introduced two methods of tracking movement in a science fiction themed D&D campaign. The mech battle, which is virtually the same as one done on foot but at a different scale, and the lightning battle, which emulates an aerial or space dogfight. The chase battle is more complex than either of these.

For the most part, a chase battle runs like one done on foot; vehicles move relative to each other at similar rates, and combat rounds are executed normally. The big difference is terrain.

In a chase battle, combatants are assumed to have matched their speed and trajectory closely enough to stay relatively close together as they move and engage each other. However, they are still moving at great speed, and so stationary objects, or objects moving at a different speed and trajectory, pose hazards to the combatants.

Setup
When tracking a chase battle on a grid, the first step is to determine which ship or ships are the smallest. Refer to the article on vehicle scale for examples. The smallest ship (or obstacle, at the DM’s discretion) takes up one square on the grid, as the blue ship in square K4 above. If the blue ship’s size category were 6, then the yellow one (F6) would be size 7, as it takes up 2 squares. The asteroid in N2 fills about 4 squares, making it size 8, and the green ship (E4) fills approximately 8 squares, making its size 9 (note how doubling the squares increases the category by one).

For battles which cover a lot of terrain, a focus point may be chosen, around which the other objects will move relatively. The largest object is often the best choice for this role, as it is the most difficult to maneuver. On this object’s turn, all other objects and any terrain features should be moved instead of the focus object. Alternately, the terrain can have its own initiative – 0 for basic terrain or roll separate initiative for mobile obstacles.

Movement
Each vehicle in an aerial or space battle is considered to be moving, but what really matters in a chase battle is relative movement, or acceleration. When vehicles in a chase battle accelerate, they move up to their movement in a straight line only. Some vehicle feats may allow exceptions to this rule. Vehicles typically must face in the same direction to remain in combat, especially in aerial or ground-based chase battles. Vehicles properly equipped (via feats/features) may attempt bull rushes, trips, and grapples as a player would.

Obstacles
This is the most dangerous and most unique aspect of a chase battle. When you’re flying through the air or speeding across a landscape, you may encounter objects which, though they may actually be stationary, are moving at a high relative velocity to your vehicle.

Tracking obstacles should be done with progressive markers indicating where the object will be two turns in advance. Note the asteroid in the illustration above; its actual position is N-P:2-3, but its future positions have been projected so that players can see its path for two rounds in advance. Each obstacle has an initiative (rolled or 0 per the DM’s discretion). A vehicle suffers the effect of an obstacle if it lies between that obstacle’s current position and its next one on the obstacle’s initiative. (Note: a piece of yarn may be helpful in determining the exact path of a large obstacle.) An obstacle may have stealth due to its composition or through technological means; these obstacles are only visible one turn in advance. An extremely large obstacle (one that cannot be avoided, for instance) might be visible as many as ten turns in advance, especially if it has an impact rating.

There are several types of obstacles which you might face in a typical chase battle.

A skid obstacle may be a patch of gravel, ice (L2-3 below), oil, etc. Skid obstacles are usually encountered only in ground-based combats.

For each point of skid rating an obstacle possesses, the vehicle’s maneuvering speed is reduced by that number for each square it passes through until it regains control. A vehicle may attempt to regain control using the same action it uses to move at its reduced speed. When the vehicle spends a move action to regain control, it does so automatically unless the skid rating is greater than the vehicle’s maneuvering speed, in which case it must spend a second move action to negate the remaining skid points.

For example: a vehicle has an acceleration rating of 5 (6 base, -1 armor penalty) and skids through 3 squares of an obstacle with skid rating of 2, totaling 6 skid points. Upon spending a movement action to regain control, the vehicle’s acceleration rating negates 5 of the skid points, leaving 1 skid point and preventing the vehicle from moving from its square. If it spends a second movement action regaining control, it will be left with 4 points of acceleration it may use to move across the field.

A slowdown obstacle may be rocks (B3 above), jagged terrain, water (H-I), traffic barriers (N2-4), etc. Slowdown obstacles are usually encountered only in ground-based combats.
Each square of this type of obstacle has a slowdown rating. For each square of this type of obstacle a vehicle passes through, it is pushed backward one square for each point of slowdown rating the obstacle possesses. As an immediate reaction, the vehicle may spend acceleration points to negate points of slowdown, at a one-to-one exchange. It may only negate a number of points of slowdown up to its acceleration rating; it must move backward if any points of slowdown remain. If it chooses to exercise this option, the vehicle’s total allowed acceleration during its next turn is reduced by the number of points of slowdown it negated, and it is automatically assumed to have spent a movement action during that round.

For example: a vehicle with an acceleration rating of 6 drives through 2 squares with skid rating 1, and spends 2 points of acceleration to remain in place during the obstacle’s turn. On its next turn, since it must spend its movement action anyway, it decides to accelerate its 4 more allowed spaces to move ahead of its previous position. If it chooses to sacrifice its standard action and accelerate another 6 squares, this second movement action is not penalized by the slowdown.

Impact obstacles are solid objects which do damage to vehicles upon collision. An impact obstacle may be a wall, an asteroid, a prone or stationary vehicle (such as that in E5-7 in diagram 2) or even a pedestrian. Impact obstacles are a possible hazard in any type of chase battle.

Each impact obstacle has an impact rating. Unlike skid and slowdown obstacles, a vehicle may not pass through an impact obstacle with a rating higher than 1. Instead, it may only continue moving forward if it spends acceleration (as an immediate reaction, per slowdown restrictions) to go around. If it cannot move around the obstacle with its acceleration rating, it falls prone (see Collision section below for rules on falling prone during a chase battle). For each point of impact a vehicle takes, it suffers 1d6 points of impact damage and 1 point of slowdown (which may be negated normally). In the case of low- or zero-gravity combat, treat slowdown as a push originating from the impact obstacle. Colliding with an impact obstacle with a low impact rating, such as a road block, may destroy the obstacle.

Mobile obstacles may be heat seeker mines, stray animals, swinging doors, or even suicidal pedestrians. Mobile obstacles are possible a hazard in any type of chase battle.

Some mobile obstacles have an impact rating just like an impact obstacle, but they are also hazardous to vehicles passing by on either side. When collided with, they do melee damage (in addition to their impact damage) and may also damage vehicles in adjacent squares. When attacking an adjacent target, a mobile obstacle must make a melee or burst attack. Making this attack usually destroys the obstacle just as an impact would, after which it no longer poses a hazard to other vehicles. A mobile obstacle’s attack and damage rolls should be determined independently of its impact rating; experience from mobile obstacles should be equivalent to that of a minion.

Weapons stations may be snipers, mobile turrets, guys with water balloons, etc. Weapon stations are a possible hazard in any type of chase battle.

Like mobile obstacles, a weapon station may have an impact rating, but its main danger is its ranged attack. Weapon stations are usually directed intelligently, and may make their attack or attacks against any target they choose. They are not damaged making an attack, but may be destroyed or disabled by an impact with a moving vehicle, or by taking damage from a vehicle’s weapons. A weapon station’s attack and damage rolls can be determined independently of its impact rating; experience given should reflect its attack, its damage, and its stationary nature.

Collisions
If a vehicle is forced into a square occupied by another vehicle by an effect, obstacle, etc., both vehicles roll a save. A successful save allows the vehicle to choose an available adjacent square and move into it. Failing this save causes a vehicle to fall prone. If a vehicle falls prone in a land- or air-based chase battle, it falls behind and must spend its next turn catching up. If a vehicle in a low- or zero-gravity chase battle falls prone, it remains in its space and must spend a move action to recover before it may accelerate again. Exceptions: if the colliding vehicle is two or more size categories smaller than the vehicle it collides with, the larger vehicle is treated instead as an impact obstacle with a rating equal to the number of movement points the smaller vehicle had left to move when it collided.

For example: a fighter (size 4) was forced by another vehicle’s power to move three squares, but failed its save and collided with a Tesaad freighter (size 6) which was two squares away. Since the fighter had only moved one square before colliding, it treats the freighter as an impact obstacle with a rating of two, taking 2d6 impact damage and 2 points of slowdown. The freighter does not make a save and does not take damage.

Experience
Experience is granted for obstacles in a combat in much the same way it is for traps and other battlefield hazards. For each size category larger the obstacle is than the base vehicle on the combat scale, treat the obstacle as one additional creature when calculating experience. Note that damage is directly tied to an obstacle’s hazard rating; hazard 1 does 1d6, hazard 2 does 2d6, etc. If your obstacle does not do impact damage, halve the experience it grants.

Level Low Moderate High
3 1d6 2d6 3d6
8 2d6 3d6 4d6
13 3d6 4d6 5d6
18 4d6 5d6 6d6
23 5d6 6d6 7d6
28 6d6 7d6 8d6
Experience* 1/2 level Equal to level Double level (elite)
*Add one level for extremely large obstacles or two for those with stealth.

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Due to a dearth of timely submissions (and promises from a few people that they really are working on something), the contest deadline has been extended two weeks, to February 14th. So if you’re stressing over finishing by midnight, take a deep breath, stop for a snack, and relax. Then get going again, because the 14th is the last day, even if I have to let some of the PRIZES go un-awarded. (Now you have no excuse; there’s money in it for you.) Be sure to check the contest guidelines before submitting – also, there have been some questions regarding submissions: yes, I do prefer an attached document.

For those of you who submitted on time and are just raring for another one, check out the Creative Copy Challenge; twice a week they’ll give you a list of ten words to incorporate in a short story or poem. Enjoy!


I’m pleased to announce that my typesetter is done with finals and has been busily working on updates for the Destiny power class previews – the Ace, Freer, Officer and Vanguard. The individual class previews, as well as a combined preview document, can be downloaded from the sidebar to the right, or accessed through the Classes page, which has lengthier descriptions of each class. The previews are in full color and print-ready.

Printables for Game Masters

This week my focus has been graphics, specifically aids for players and game masters. The first one pretty much speaks for itself, so let’s cut to the chase.

This is the Ships, Tanks and Mechs clip art page. Simply print onto cardstock or mount onto another medium to create instant science fiction miniatures. (The background is transparent, for you graphics gurus who wish to add your own finishing touches.) The entire page of clip art is released under the GNU General Public License v.2, and is free to copy, modify and distribute.

The second one is the Lightning Battle Initiative Chart for tracking initiative and movement during a lightning battle (see entry for description and usage). A very simple chart, but it can easily be used with miniatures such as those printed from the clip art page above.

Both files are accessible at any time from the Downloads section in the sidebar.

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Submissions are now being accepted for the Iron Wolf Games January 2012 Short Fiction Contest. This month’s theme is Aliens.

Submission Deadline:
January 31, 2012 Extended to February 14th, 2012.

Submission Guidelines:
Entries must be between 500 and 2000 words, and take place in a futuristic or alien world, or in space. Entries may either be in story form or written as narrative descriptions, but must mention and describe one species of alien life, either intelligent or otherwise. Entrants may submit up to 5 pieces (only one prize per entrant).

Please include the name you wish to submit under, your age (for our records only; these will not be published without your permission), email address, a short bio, and the address of your blog or website (one per entrant). You may include a photograph of yourself if desired – only real photos will be accepted.

As this is our first fiction contest, we also ask that each entrant tweet, blog, or post on Facebook or any forum and link at least once to the contest page. The more entries we receive, the more prestige the winners earn. Winners will be chosen by our editors and announced by February 28th of 2012.

Send all entries to ironwolfgames@gmail.com, and state which contest you are entering in the subject line. Multiple entries may be submitted in the same email, not to exceed the entry limit.

Prizes:
First place winner will receive $25, second place $10 and third place $5. Honorable mentions will be featured on the site. All cash prizes will be sent via PayPal.

Disclaimer: By submitting your content, you agree to allow Iron Wolf Games and its affiliates to edit and publish your work. This contest is open to people of all races, genders, and planets of origin. Only original content may be entered. Please note that Iron Wolf Games maintains an environment friendly to young readers; entries with graphic or explicit content will not be considered.

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Redecorating

Good morning! You’ve probably noticed that there’s a few changes going on here. In preparation for opening up the site to host art and writing competitions, we’ve done a bit of housecleaning. For your convenience, the Distant Horizons game rules have been organized into several pages, which you can now access from the menu to the left. Many posts and pages which did not previously have pictures now do, a trend I hope to continue in the future.

It should be much easier to find what you need there. Vehicle combat, character class previews, equipment, and other game mechanics should all be present and accounted for; if you still don’t see what you’re looking for, leave me a note in the comments and I’ll be glad to add it to the future content queue.

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The Iron Wolf’s Vision

When I created Iron Wolf Games, I have to admit that I didn’t have an entirely clear vision of where I was going with it. I had some concrete plans about creating content and making some money to supplement my part-time job until I found a full-time job or sold a book or something more lucrative. I also had a few discussions with friends of mine about creating a website where people could post their own campaign modules and share them with each other, rate them, etc., perhaps with a subscriber fee for the highest quality content. Over time, I began working toward the goal of publishing a book, ebooks, that sort of thing, but nothing that would qualify as a vision.

Since then, as most of you will have seen, the economy has suffered, jobs are scarce, and layoffs frequently strike the same place twice. After three years of searching in futility for a better job, I lost even the one I had. My own employer was pushed out of his lease by a bigger company with more money to throw around, and without a location, there’s no business. I have an Associate’s degree, training in web design, and have managed two small businesses, but my employment history is peppered with contract work and seasonal jobs. I don’t have a chance.

I can write. I can draw. I can teach. I can write music. I can code in HTML, PHP, a few others. I can administer and manage and organize. In short, I’m a one-wolf band when it comes to operating a small website. But if nobody will pay me to do it, what’s the point anyway? That’s what I told myself, for three years.

This October, my eyes were opened. Perhaps many of you heard about Occupy Wall Street a little earlier than I did, but when I clicked my first twittered link about it, it was already in full swing. I read articles about protestors being arrested. I read articles about corrupt politics and lobbying. I read articles from banks and news media and people who just didn’t understand what all the fuss was about.

But I got it. I heard people voicing the same grievances I’ve had during these last three years of under-employment. I don’t have health insurance. I can’t get a job even though I’m over-qualified. The K-12 school system in my state is a parody of real education. I’m drowning in student debt because I thought gaining a degree meant I could find work. The housing crisis ruined my business. I live in a one-bedroom, basement apartment with my husband and four young children. I can’t buy food for them. The safety net that keeps my utilities on is being threatened by spending cuts made during a time when trillions of dollars – enough to pay off the student loans of every American – were spent to bail out banks that have been defrauding their investors. I know – I spoke with lenders as a regular part of my pre-crisis employment. I knew all about the ARMs and the stated-income loans and I thank my lucky stars that I got out of that before we invested in any of those horrible mortgage-backed securities.

But enough ranting. After I got angry, I got busy. I spread the word, I did my research, I wrote impassioned articles on obscure blogs (…oh, wait). Once I knew I wasn’t alone, I had confidence to air my own complaints, and I did that for a while, too. (You may have been wondering where I’ve been for the past two months; there’s your answer).

Right now we’re kind of watching the dust clear. Though many of the encampments have been removed, and thousands of protestors arrested, we can see the conversation changing. The people who needed to hear our message have, and now the ball is pretty much in their court. Public statements are being made, investigations begun, and other little signs are visible that people aren’t afraid of big money any more, and change may be around the corner.

That doesn’t help anyone right now. It’s promising, but the gears of politics and economy take years to turn. In the meanwhile, we still have people unemployed, uninsured, and in serious need of a resume boost to stay competitive.

That’s what my new vision is about. I recently received second place in a fiction writing contest, and I was honestly more grateful for the plug on my resume than I was for the gift certificate I won (and I was pretty darn grateful for that. Christmas is back on! Yeah!). Add that to a comment a good friend made about wanting another flash fiction contest to enter, and everything fell together for me.

I have a website. I am an editor. I can design the infrastructure. I can market and promote skillfully on the internet. What I don’t have yet is content. You out there who write and draw, you can help create content. I can’t pay you – you deserve it, but that’s going to have to be a more long-term goal – but I can give you something. I can host art and writing contests, I can critique and edit your work, and I can provide a forum for you to get noticed and awards for you to win and catch the eye of that prospective employer. Or that major publishing company. Or whatever it is that advances your goals in life.

It will take a lot of time and effort, but that’s what a vision is, really. A goal for the future, an ideal to work toward. At first the contests are likely to be poorly attended and award little esteem, but I’m willing to stick it out if you are. Cash prizes and publication of your best entries in a periodical is not outside the boundaries of my ambition.

In this time of financial strain, what we all need is to support each other. I can’t hire anyone, I wish I could. But I can do something. I can write, and I can organize. I can teach, I can improve, I can facilitate, and I can empower. It only costs me a couple hours’ work a day that nobody’s going to miss, and some web hosting fees I was paying anyway. What have I got to lose?

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I’ve been working hard on the PDF versions of the character class previews posted earlier in this blog, and this morning I’m proud to unveil the updated version of the Ace, in a free, downloadable pdf for your convenience. For those of you just tuning in, the Ace is a science-fiction flavored ranged striker, fully compatible with the 4th Edition D&D rules.

More character class preview PDFs are on their way, so stay tuned!

In the heat of battle, it’s nice to know who’s in charge of what. To avoid confusion and conflict between the players during a single-ship combat, they may want to assign certain roles or stations to each of the characters at the beginning of combat. These roles are guidelines based on the Distant Horizons rules set still in development, but can be adapted for almost any game system.

Helm – The character in this station chooses what movement actions the ship takes during each round, and uses his movement action to maneuver the ship.

Engineer – This character decides how the ship’s power will be divided each round. He must spend a movement action on his turn to change the distribution of Power units.

Captain – This character has the authority to override the decisions of other stations. Once each round, he may take an immediate interrupt action to countermand the actions of one other station, and on his turn he may spend the appropriate action filling in for one of these roles.

Tactical – All characters may take control of a tactical station – even if assigned another role – up to the total number of weapon stations the vehicle possesses. At the beginning of each character’s turn, they may choose one weapon station to control, in initiative order. Changing stations is a move action, but choosing a station if you do not have one claimed is a free action. If another character is using the station you wish to use, you must ask his permission (unless you are the captain and use your override action).

Communications – The character in this station controls all communications sent and received by the vehicle. Activating and disabling the comm are both free actions.

Operations – The character in this station monitors damage taken and tracks what systems have been affected. His player should roll for each point of damage to determine which systems were hit.

Sensors – The character in this station controls the use of the Science Station each round, if the vehicle has one. He also controls the ship’s sensors and makes perception checks for the vehicle. Using the Science Station is usually a standard action.

Medical – The character in this station controls the use of the Medical Station each round, if the vehicle has one. Using the Medical Station is usually a standard action.

Other stations may be invented by the players, and these can either be permanent crew assignments based on character specialties, or change from one combat to the next. If the players wish, they may choose their assignments for each encounter in the order they rolled their initiative.

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I was doing some research the other day (read: Watching old episodes of science fiction shows) and the sheer number of buzzwords used in a crew briefing was tickling my funny bone. I thought to myself; now there’s a gold mine for my next science fiction campaign! The problem is, coming up with stuff like that on the fly for your players. So to help myself out, and incidentally all of you, too, I’ve started a buzzword collection. Here are the first 25 verbs, adjectives and nouns I could think of that are frequently (over)used in science fiction serials. If there’s a good one I’ve missed, add it in the comments and we’ll see how long we can get our list before Distant Horizons is ready for publication.

Here’s how it works. Say you need a random ship malfunction/delay as a plot hook. Simply choose one verb, one adjective, and one or two nouns. There is some cross-over between the noun and adjective lists. Mix and match until you find the ones you like, then plug them into this formula: VERB the ADJECTIVE [NOUN] NOUN. Configure the primary shield generators. Transmit the sub-space coordinates. Recalibrate the neural diagnostic system. Or you can turn it around and use: The ADJECTIVE [NOUN] NOUN is VERB+ing. The kinetic buffer is decompressing. The infinite data emitter is fluctuating. And so forth. I stole the idea from a mix and match chart of archaic insults (.doc file); I even looked it up for you, you bunch of craven elf-skinned flap-dragons. Er. Ahem. Sorry about that. On with the list.

Verbs Adjectives Nouns
Amplify Auxiliary Amplitude
Configure Alternate Buffer
Upload Automatic Conduit
Compress Dynamic Coordinates
Configure Electron Core
Decompress External Data
Decrease Finite Deflector
Download Humanoid Drive
Emit Infinite Emitter
Fluctuate Internal Event Horizon
Increase Kinetic Field
Modify Linear Fluctuation
Observe Multi-phase Generator
Override Neural Hull Integrity
Position Organic Matrix
Recalibrate Phase Parameter
Reflect Pneumatic Particle
Reposition Positron Plasma
Reprogram Primary Relay
Reroute Quantum Rift
Stratify Static Rupture
Transfer Sub-light Shield
Transmit Sub-space Singularity
Uplink Temporal System
Upload Trans- Theory

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