Showing posts with label Fleet Captain. Show all posts
Showing posts with label Fleet Captain. Show all posts

stuff you might like to know

Remember when Geoffrey McKinney's Carcosa precipitated the end of Western civilization?  A new, deluxified edition is out from the publisher everyone loves to hate, James Effin' Raggi, a.k.a. the Lamentations of the Flame Princess dude. Also released by LotFP is an entirely new weird ass sandbox from Mr. McKinney, entitled Isle of the Unknown. I haven't seen the inside of either yet, since they're coming on the slow boat from Finland, but the original Carcosa was one of the best things published by the old school ruckus and the previews for the new books look like they're full of kick ass.  You can order you own copy (print and/or PDF) over at the LotFP store.  Also get Vornheim while you're there, if you don't have it already.


There's a new issue of Fight On!, the flagship print magazine of the old school ruckus.  What is this, number thirteen?!  Damn!  I can't even friggin' keep up with the awesomeness!  Every issue is cram-packed with content.  I think I have a couple of tiny stupid die charts in this one, but the real reason to pick it up are the ten different adventures!  Direct links to ordering print and PDF copies are here and here. If you're new to FO! (or like buying the same stuff twice) then you should also check out this sweet compilation of the first four issues.


I've been asked if there's any chance that I will have a draft of Fleet Captain, my reto-stupid spaceship project, available for some playtesty action over the holidays.  Sadly, I don't think that's going to happen.  The project has not been forgotten or dropped, though.

Finally, I want to share a really dumb online cartoon series that David Insel, one of the Encounter Critical inner, inner circle, pointed me to recently.  Check out the awesome majesty of Gundarr!

Fleet Captain: what the hell is wrong with this crate?


I'm going to try to get back on track with this spaceship game. If you recall from earlier posts, one of the key ways ship classes in Fleet Captain differ from one another is how they suck.

Ship Design Flaws (roll d20 for each class of vessel)
  1. Tends to Explode - Every turn of live comba the ship has a 1 in 20 chance of exploding for no apparent reason.
  2. Fast Decompressor - The first hit to do Hull Damage also causes one point of Crew Casualties as redshirts are sucked out into space.
  3. Torpedo Jams - Any roll of a �1� on a torpedo attack disables torpedoes for the rest of the game.
  4. Rustbucket - 1 in 6 chance of a critical with every hull hit.
  5. Simply Mediocre - All die rolls at -1.  A �0� move is a normal Drift.
  6. No Safety Rails - All Crew Casualties are doubled.
  7. Poor Fire Control - 1 in 6 chance of targeting ship adjacent to foe, whether adjacent vessel is friend or enemy.
  8. Unstable AI - On any turn this vessels does a Full Drift (neither moves nor fires) there is a 1 in 6 chance the main computer gets bored and murders sufficient crew to cause one Crew Casualty.
  9. Psychosis-inducingly Bad Decor - If the Captain is eliminated from play the crew mutinies; ship takes no action but Full Drift for rest of game unless Boarded and Captured by a friendly vessel.
  10. Weapons Blind Spot - No fire possible along one hexline (see chart).
  11. Shield Flaw - Shields one die smaller along one hexline (see chart).
  12. Engine Imbalance - All vessels in this class tend to pull either to the left or right (determine randomly).  All non-turning Forward movements must drift in that direction.
  13. Dubious Aerodynamics - Automatically take d4 hull damage whenever passing through an atmosphere.
  14. Convenient Airlock Access - Boarding attempts are +1 against you.
  15. Excellent Broadcast Antennae - All mines, seeker missiles, drones, etc., are +1 to attack you.
  16. Faulty Astrogation Sensors - Rolls are -1 to avoid asteroids, black holes, etc.
  17. Puny Retrorockets - 4+ on d6 that any Drift move marker must be treated as a Forward Move at smallest die engines.
  18. Insufficient Lateral Bracing - Any maneuver involving more than one hexside�s worth of turns does d4 hull damage.
  19. Flame Protardent Materials - Fires roll 2 dice each turn.
  20. Roll again twice.