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![[Post New]](/s/i/i.gif) 2011/06/11 17:26:02
Subject: [Pirates of the Crimson Galaxy] Rules, Background and Pics!
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Nigel Stillman
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Click here for the most current ruleset of this game! http://www.scribd.com/doc/57594130/Pirates-of-the-Crimson-Galaxy
Thousands of years after the Nuclear Dark Ages, humanity has achieved what was once believed to be impossible: fast as light space travel. With this humanity could reach for the stars and leave the decrepit, irradiated corpse that is Earth.
Since the Nuclear Dark Ages, humanity has been divided into kingdoms and dominions. These forces all strive for complete mastery over the others and ultimately complete control of the galaxy. Of course, the galaxy is a big place and new planets are discovered routinely and the systems that humanity has under its control pale in comparison to what could be controlled.
Humanity is not what it once was though. It is cruel, vengeful, and borderline sadistic as a result of the Dark Ages. The Dominions are not utopian societies. The emperors of these dominions are power-hungry and blood-thirsty individuals who demand more from their subjects than their subjects are able to repay. Mercenaries and pirates and adventurers roam the stars in search of precious materials and are more than willing to kill to gain it. Primitive races are subjugated and exterminated.
Space is a war zone, the planets are the spoils.
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Piracy
For those not born into noble families, piracy is and has always been an option. Even before the Nuclear Dark Age, piracy has been an option. It is almost like it is part of the human genome, or something that runs through people's blood.
Pirates are much more than simple raiders and thorns in the side of the dominions. They are much more than space-age highwaymen. In a way, they are freedom-fighters against the greatest tyrannies in human history, though they would never tell you that.
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Note on Humanity in general:
As ugly as humanity is in its soul, it is just as ugly on the outside. Due to the intense amount of radiation that the normal human will have experienced, the chance of mutation is about 90% if both parents are mutated. Even if the human’s parents both lack mutation, the chance of a baby being born a mutant is up to 15%. Often times, those who can afford it get surgery to remove any sign of mutation. In this time surgery is not too expensive, but the farther one gets from the core worlds the more expensive the surgery is, and the rarer it becomes. Many colonists on the farthest away planets must either kill the mutants or drive them away or be forced to live with them.
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About the Game
When I designed Pirates of a Crimson Galaxy, I really wanted to capture the grit, darkness, and black humor that Rogue Trader had, but I also wanted there to be a bit of a Star-Trek feel to it. It is a D12 system, as I enjoy its versatility and also the fact that it allows for much more variation than a simple d6, but isn't as clunky to use as a D20.
So, what's different about this game compared to the bazillion other sci fi skirmish games out there? Well, 2 things:
1. The equipment. With two pages fully devoted to weaponry and another 2 fully devoted to armor, equipment, augmentation, and bionics, I seriously doubt any other game out there has more equipment and gear to customize your force with than Pirates of a Crimson Galaxy.
2. I designed PoaCG to be able to be used in an RPG setting. In a way, it's an RPG skirmish and you could certainly have a DM create missions. Can you use it for one-off friendly or competition games? Sure, that was one of my main focuses. I took care to simplify the ruleset. Heck, probably half of the pages in the current document are army lists and equipment. But I still left complexity, and with the stat-line for models, you could definitely play campaigns and play using RPGS.
(Note: I will release Campaign rules later, but in the meanwhile feel free to play your own!)
Anyway, I hope that these 2 differences will entice you to try it out. Play the demo game, make your own army lists, and please leave some feedback!
Now that I'm back from college for the summer, I will have more time to update, and I will also be uploading my concept drawings to capture the essence of the game.
Top Left: Bodyguard in powered armor
Top Right: Hired Gun
Bottom Left: Private Security
Bottom Right: Thug
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This message was edited 9 times. Last update was at 2012/05/07 03:55:40
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![[Post New]](/s/i/i.gif) 2011/06/13 06:33:31
Subject: Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Revving Ravenwing Biker
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Hello everyone,
I am one of Vladsimpaler's personal friends and unfortunately he has been banned from Dakka Dakka for two weeks.
He wanted me to let everyone know this, and that he will be unable to respond to any comments or add posts etc for a little while. If you still wish to contact him with comments or quetions, you can email him at:
vladsimpaler@gmail.com
Thanks!
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![[Post New]](/s/i/i.gif) 2011/06/13 19:51:11
Subject: Re:Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Dakka Veteran
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I'll post here instead of emailing, so he has something to read when the ban wears off.
I like the Primitive vs Modern idea and would consider exploring that further. The story excerpt at the start reminds me of a sci-fi version of The Sword and the Flame. The focus on status effects and varying scale of leadership is interesting. What approach do you plan to use to get around uneven numbers during activation? Some of the elements seem like modifications of the approach used by 40k, but maybe the game plays a lot differently. I'll be interested to see the big chart of weapons/equipment, sounds like a slew of customization choices. I don't know if your intent was to fill out "The Farm" battle with a turn by turn report, but that could be cool for clarifying how the game plays.
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![[Post New]](/s/i/i.gif) 2011/06/26 05:14:57
Subject: Re:Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Nigel Stillman
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bosky wrote: I like the Primitive vs Modern idea and would consider exploring that further. The story excerpt at the start reminds me of a sci-fi version of The Sword and the Flame.
First of all, thanks for commenting. I love your Cowboy Dinosaurs game and I just need to find some of my old dinosaur toys! haha Never read the sword and the flame, but it sounds pretty interesting! I do want to expand on the whole Primitive vs. Modern idea, as I feel like I've really gotten the core rules down in the playtest games. It plays really fast for a detailed skirmish, which is nice. So far, I've added that you get minuses if you're firing with a primitive weapon at modern armor, and bonuses for firing modern weapons at primitive armor. I will eventually add in a Primitive army list. The focus on status effects and varying scale of leadership is interesting. What approach do you plan to use to get around uneven numbers during activation? Some of the elements seem like modifications of the approach used by 40k, but maybe the game plays a lot differently.
I always liked the Star Wars Miniatures concept of "out-activating" your opponent, in which you had more units to activate than your opponent. It gives hordes a chance because a lot of the weapons in this game are very powerful. It's true, some of the elements (like reserves) are very similar to 40k, but if they are it's because I felt that the rule was particularly good. There shouldn't be too many hopefully. If there are any other obvious examples I would appreciate it. I'll be interested to see the big chart of weapons/equipment, sounds like a slew of customization choices. I don't know if your intent was to fill out "The Farm" battle with a turn by turn report, but that could be cool for clarifying how the game plays.
I didn't intend to do so, however that sounds like a very good idea. I'm planning on introducing some more of my friends to the game, so I will record it this time. By the way, I have updated the game since I first published it and am expecting to release another version very soon, with even more close combat changes. Also, here's all of the army lists so far for the game! http://www.scribd.com/doc/58334160/Crimson-Galaxy-Army-Lists
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This message was edited 2 times. Last update was at 2011/06/26 05:15:52
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![[Post New]](/s/i/i.gif) 2011/06/26 19:50:03
Subject: Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Revving Ravenwing Biker
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Yeah dude, the farm game we played worked pretty well. I am good at this game! I always sucked at D&D and stuff with d12 because i had to roll high. Now that we roll low i am a MONSTER haha.
TBH I actually like this game more than Star Wars. It's faster, more original (i.e. it's NOT star wars) and not overly complicated. I think this and my Commandos will work very well together because they will be similarly paced, although not at all using the same mechanic haha. Good to see you back on DakkaDakka!
-WAAGH!!
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![[Post New]](/s/i/i.gif) 2011/06/29 07:15:24
Subject: Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Nigel Stillman
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VardenV2 wrote:Yeah dude, the farm game we played worked pretty well. I am good at this game! I always sucked at D&D and stuff with d12 because i had to roll high. Now that we roll low i am a MONSTER haha.
TBH I actually like this game more than Star Wars. It's faster, more original (i.e. it's NOT star wars) and not overly complicated. I think this and my Commandos will work very well together because they will be similarly paced, although not at all using the same mechanic haha. Good to see you back on DakkaDakka!
-WAAGH!!
Thanks man, I really appreciate it. : )
I could even see porting this into Commandos or vice versa, with the Dominions having their own commando teams and whatnot.
By the way, I'm working more on the Fluff portion because the rules are all pretty good so far.
Here are also some concept art pictures for what I want a lot of the guys to look like:
http://www.flickr.com/photos/54848130@N07/sets/72157626949387031/
Thanks again to everyone who gave feedback, the new version of the rules I'm hoping to release tomorrow or Thursday is going to be even better because I'm working on explaining everything better!
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![[Post New]](/s/i/i.gif) 2011/06/30 16:28:56
Subject: Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Revving Ravenwing Biker
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Add those "The Thing" aliens in ASAP. That was some crazy cool brainstorming we had going when alex and I were with you driving to GW.
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![[Post New]](/s/i/i.gif) 2011/07/14 00:25:34
Subject: Re:Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Nigel Stillman
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BUMP! Hey guys, I've updated both the core ruleset for Crimson Galaxy and also the army lists. http://www.scribd.com/doc/57594130/Pirates-of-the-Crimson-Galaxy http://www.scribd.com/doc/58334160/Crimson-Galaxy-Army-Lists The "Core" rules include a basic human army list along with the Pirates and the Ashurzurian Dominion. The Army Lists supplement includes all of the Dominions mentioned in the background of the core ruleset (excepting the Frenthons, I have a special use for them later!). The supplement also includes rules for using stuff like Dinosaurs, swarms, giant spiders, and all that fun stuff. Also, it includes rules for Primitive Humans. My current favorite tactic: Espannian Conquistadores supported by troops with muskets and crossbows. Also, I have a fluff bible for the game here: http://www.scribd.com/doc/58762057/Pirates-of-the-Crimson-Galaxy-Fluff-Bible It's a little outdated and the newer version is on another computer I don't currently have access to, but that should be some good reading. : )
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This message was edited 2 times. Last update was at 2011/07/14 00:26:10
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![[Post New]](/s/i/i.gif) 2012/03/09 16:21:32
Subject: Re:Pirates of a Crimson Galaxy (A WIP Skirmish game)
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Nigel Stillman
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Hi guys, I know this is a hardcore Necro but to be honest I had been so busy last semester with school that I barely had any time to work on PotCG.
However, that time is done and I am now uploading both the updated fluff bible and the updated ruleset! Also, as the ruleset has had some configurations, the Army lists are out of date and as such please just use the army lists that have been presented in the main rulebook.
As for the rulebook:
Made wording tighter in some areas
Added Reserves. You can now hold units back and then have them enter the battlefield later on
Fixed up some weapon stats
Fixed close combat. This area was a major mess and it's the part that I'm most proud of fixing
Anyway, I used Mediafire for the rulebook because scribd messed up the formatting.
http://www.mediafire.com/?nzth4mcyryrl6n8
However, the most accomplishments that I got done were in the fluff bible. Watching Akira and reading a lot of cyberpunk novels really struck a chord with me and I wanted to add a more cyberpunk flavor to the game. I will be uploading some artwork soon of the vision that I have for Crimson Galaxy.
So here's the fluff bible right here, enjoy!
http://www.scribd.com/doc/58762057/Pirates-of-the-Crimson-Galaxy-Fluff-Bible
If you guys have any questions about either the game or the background, let me know. In the next year or so I may be looking into hiring sculptors because it's always been a goal of mine to have my own miniatures game.
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![[Post New]](/s/i/i.gif) 2012/03/21 17:41:08
Subject: Re:[++Pirates of the Crimson Galaxy++]
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Nigel Stillman
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Hi all! Today I bring artwork as I finally got access to a scanner! First of all, we have some troopers in powered armor. Powered armor is not uncommon in the Crimson Galaxy, especially in the armies of the Dominions. Wealthy pirates and mercenaries will often be seen wearing powered armor as well. Though it is highly protective and enhances the wearer's movement and strength, casualties can be high when its wearers get too cocky! Secondly, we have a Bounty Hunter. Bounty hunting can prove to be an incredibly lucrative (and dangerous) career for its participants. This particular bounty hunter is wearing light powered armor and has just killed its prey. Note the lightning bolt tattooed on its face, this signifies that it is part of the Skeletal Spiders pleasure cult. Here you can see Espannian troops in heavy armor escorting the spoils of war: slaves. Last but not least, this is probably my favorite picture of the bunch. 80's scifi punks have always interested me and I was determined to find a way to fit them into Crimson Galaxy. This particular group of punks is actually quite well armed, and would certainly give the Enforcers a run for their money. Anyway, let me know what you think! It's fun to just post this stuff but it's always nice to have people checking in. The rules have gotten really good feedback so far which I'm really happy about. If there's anything that you have questions about or if there's anything that you'd like to add, please do so! Kind Regards, Vladsimpaler
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This message was edited 1 time. Last update was at 2012/04/18 20:33:55
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![[Post New]](/s/i/i.gif) 2012/03/22 16:27:55
Subject: [++Pirates of the Crimson Galaxy++]
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Revving Ravenwing Biker
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Hey man, I really like the look of both powered armor Dominion troops. The Espanian conquistador look is really awesome and very sinister (reminds me of old paintings/murals of Spanish abuse of natives). The other armor looks like a hybrid of Space Marine armor, and a classic 'beaky' knights helmet from the middle ages. I imagine that they are the Brenthons?
I'll proabbly take another look at all the rules etc and add to the 'fluff' of the weapons as I have been. Remember, walk softly and carry a BFG!
-VardenV2 Automatically Appended Next Post: Also, are all the docs in the dropbox folder the same as what you are posting? Not sure if I have the most up to date.
-VardenV2
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This message was edited 1 time. Last update was at 2012/03/22 16:50:53
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![[Post New]](/s/i/i.gif) 2012/03/23 17:48:59
Subject: [++Pirates of the Crimson Galaxy++]
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Nigel Stillman
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VardenV2 wrote:Hey man, I really like the look of both powered armor Dominion troops. The Espanian conquistador look is really awesome and very sinister (reminds me of old paintings/murals of Spanish abuse of natives). The other armor looks like a hybrid of Space Marine armor, and a classic 'beaky' knights helmet from the middle ages. I imagine that they are the Brenthons?
I'll proabbly take another look at all the rules etc and add to the 'fluff' of the weapons as I have been. Remember, walk softly and carry a BFG!
-VardenV2
Automatically Appended Next Post:
Also, are all the docs in the dropbox folder the same as what you are posting? Not sure if I have the most up to date.
-VardenV2
Hey man, thanks for the feedback!
To be totally honest I hadn't thought of the first powered armor troops as being Brenthons but that seems like that would be a good idea, so I'm definitely going to do that.
I'm going to be uploading a new version of the rules this weekend (will be mostly cosmetic stuff but still important).
The stuff in the drop box is the most up-to-date with the exception of the rules though. The fluff bible and army lists are all the most current.
Haha yes, walk softly and carry a BFG indeed. I actually added that quote to the main rulebook and to the fluff bible because I thought it was so funny. I attributed it to "Varden the Hunter" if you're cool with that.
-Sean
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![[Post New]](/s/i/i.gif) 2012/03/26 17:52:15
Subject: Re:[++Pirates of the Crimson Galaxy++]
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Nigel Stillman
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Hey guys, new version of the rules updated! They're also back on scribd as I just recently figured out how to save in PDF format. (yes I'm not the best with technology hehe) [++CRIMSON GALAXY ERRATA++] 1. First and foremost, need to change Stealth chart for ranged. It will go as follows: M stealth values Clear: 4 Less than 50% in light cover: 5 Less than 50% in heavy cover: 6 More than 50% in light cover: 7 More than 50% in heavy cover: 8 Adjust all other sizes as needed. 2. For Commanders: When they are shaken or suppressed, halve their command range and also their CMD when rolling for initiative. If broken or routing, CMD range becomes 0 and cannot use CMD when rolling for initiative, so they just get a D12. If your Commander is killed, you may choose a new one from any of your Personalities or Sergeants when a new turn starts but before you roll for Initiative. 3. Remove part about players completing missions on "how a turn plays out". Possibly also make this more structured instead of just having a paragraph. 4. Various re-wordings, mostly cosmetic 5. Point costs are good for the most part but Rad grenades had their cost multiplied by 2. 7. Should Following Fire be reworked? I keep having thoughts about this. 8. On Buildings: Buildings should typically be size XL, and since they are stationary targets they get a further -1 to their Stl value. Also, deleted the part about shooting at cover, waaaay too open for abuse. This can be added to an "Advanced Gaming" section later. 9. Overheat: Change this to "This weapon may not be fired in two subsequent shoot actions." I will think of a better way to word it but it's better than what there is already. 10. IMPORTANT- STATUS TESTS ARE TAKEN ON 2D6. 11. Addendum to Action Points: Personalties and Sergeants have their own pool of 2 action points which may be spent independently from a squad they are in. 12. Chaxonixis changed to Vlaadonexar, for the not so obvious reason of Chaxonixis being a cop-out 13. With Vlaadonexar, the Suit of Chaxonixis is retconned to Aegis of Vlaadonexar. Here's some other thoughts I'm having, I'd be curious for input: Use Equipment needs to cost an Action Point. It should be noted that any model with useable equipment can make use of it instead of making another action. Possibly have two types of equipment. Activated and then Permanent? So for example a Bio Scanner is Activated Equipment whereas a Micro Sensor is Permanent? This then opens up a problem with the Jump Packs and Jet Packs. Will figure something out. Kind Regards, Vladsimpaler
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This message was edited 2 times. Last update was at 2012/03/26 17:52:52
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![[Post New]](/s/i/i.gif) 2012/04/18 20:13:07
Subject: Re:[++Pirates of the Crimson Galaxy++]
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Nigel Stillman
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So I've got some good feedback from people on other sites (go figure!) and with that in mind, I have made some more changes to the main rulebook:
[++CRIMSON GALAXY ERRATA AS OF 4-18-2012++]
-Radiation weapons now have a str and target Hlth instead of Arm. So a subjugator would have a Str of 8 and most models have Hlth of 1, so it wounds on a 7 or less. -Mutants double their Hlth when in consideration of Radiation weapons.
-Reduced the cost of a lot of heavy weapons
-Bio Scanner finally got a point cost.
-Close Combat weapons were redone. Combat knife strikes at User's Str, Sword gives +1 but parries, Axe gets +2 str, Pole arm gets +2 str and reach and is slow (-1 init). Great weapons are heavy 1 (-1 to your to-hit roll) and slow (-1 init) but give +4 str
-Heavy Pulsar finally got a points cost and also should be a 2" blast.
-Heavy Slugger needed to be more expensive than a Heavy Bolter, as it was a lot better. This has been fixed
-Heavy Blaster sucks, is a Railor with less range but almost quadruple the point cost! This has since been fixed.
-Heavy Weapon Upgrade: Anti-grav supports, reduces heavy weapon penalty by 1".
-Disorient: Needs to change to "will suffer from being Disoriented".
-Stun grenades now Suppress a unit.
Also this is very important! Please check this link here and tell me which army list design you like more: Number 1 or Number 2. http://www.scribd.com/doc/90034418/Army-List-Layout-Ideas
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