Dark Space Corp. - Beyond the Gates of Antares [Kickstarter]

Dark Space Corporation

Link:
http://www.darkspacecorp.com/

Inhalt:
Figuren (SF) & Regelwerk (Beyond the gates of Antares)

Maßstab:
28mm

Land:
Großbritannien

Reviews zu diesem Hersteller

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Beispielbilder:


Rick Priestley arbeitet an einem neuen ScienceFiction-Setting für ein Tapletopspiel und der Kickstarter ist heute online gegangen.

http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares



Von der Homepage:

Game Designers

  • Rick Priestley – This guy you probably know already, but just in case click here
  • YOU!
Modellers

  • Kev White is an acclaimed and hugely talented sculptor who we’re thrilled to bits to have on-board! You can see some of his work here
  • Bob Naismith is a multi-talented sculptor who created Game Workshop’s Space Marines! He has his own site here
  • Tim Prow is a brilliant modeller who is behind many of the top designs in the world of collectable miniatures and wargames as well as work for TV and films. Check out his website here
  • YOU!
Artists

  • Opus Artz - We’re very proud to say that the staggeringly talented team at Opus are with us
  • Golum Painting Studios - Manchester based painters extraordinaire
  • Karol Rudyk – Slayer Sword winner Karol is with us, we’ll be showcasing some of his work very soon
  • Bruno Lavallée – Slayer Sword winner Bruno is also with us and we can’t wait to show you some of his work either!
  • YOU!

Zwar bin ich noch nicht wirklich dazu gekommen mir Alles durchzulesen, aber ich bin mal sehr gespannt wie sich das entwickelt.

Was meint ihr?

EDIT:

Artikel/News von "Brückenkopf": http://www.brueckenkopf-online.com/?p=72255

 
Zuletzt bearbeitet von einem Moderator:
Mir ist klar was beim scheitern eines KS Projekts passiert.

Und das Thema Banken war hier einfach fehl am Platz weil es nichts mit der Diskussion, um Infopolitik und Werbung, zu tun hat.


@Green: Das Gesicht finde ich gut, der Bart gefällt mir, die Panzerung bisher noch nicht so richtig.
Wird es in den nächsten Tagen noch ein Green einer anderen Rasse geben? Menschen interessieren mich bei Sci Fi Tabletops oft nicht so sehr, würde gerne mehr von irgendwelchen Aliens sehen.

Das Thema Banken war hier sehr gut platziert, da diese sich mittlerweile aus diesen Finanzierungen zurückgezogen haben und andere "Anbieter" diesen Platz übernommen haben. Aucch darüber wurde diskutiert, insbesondere dann als die Frage "warum KS" aufkam.
 
So nett Kicktraq auch sein mag, die Prognosen sind sehr mit Vorsicht zu genießen. Dahinter stecken keine Menschen die das genau analysieren und dann mathematisch zu beschreiben versuchen, sondern zur Zeit ein nocht recht einfacher Algorithmus, der nicht einmal den üblichen Aufschwung am Ende eines jeden KS wirklich berücksichtigt. Von daher ist es eher eine aktuelle Trendanzeige für den laufenden Tag, aber keine Langzeitprognose für den vollständigen Verlauf des KS.
 
Evening everyone - We've just got back from a great trip down south to see Warren and the chaps at Beasts of War, who were very welcoming and gave us rather a lot of tea and chocolate!

They've very kindly done a rather large interview with us which should be going out quite soon.

Our game rules update today is all about the Dice and Stats, so lets get into it shall we:


DICE AND STATS

Before we can start to work with the initial game development we need to know how the basic dice rolling works, and how the stats of the models affect dice scores and game play. At this stage we do not need to flesh out the detail for dice roll modifiers, or restrictive qualifiers such as movement affecting whether a model can shoot or not. So, here’s the basics to get us started. This just leaves the descriptions of basic weapon stats, actions and reactions and we will have enough to play an outline game – sufficient to work with the overall dynamic and scope.

Types of Dice

D10s are used to make tests against stats, and this includes the basic rolls to hit a target, to resist damage, to undertake reactions to enemy actions, and to check combat status. A number of D10s are required and it is helpful to have a few distinctly coloured dice as this helps greatly with hit allocation from weapons with different strike qualities, for example where a unit shoots plasma carbines and a plasma cannon at the same target.

D4s, D6s, D8s and D12s are also used to generate random values, most commonly for weapons with blast effects. One of each will be enough – or values can be generated using D10s and working down, for example generate 1-8 by re-rolling 9s and 10s. We’ll also be using D3 (half D6 roll) and D5s (half D10 score) and such-like variations – but I’ll assume we are all familiar enough with that kind of thing.

Dice Tests

The D10 dice is also used to make tests against a model’s stat or the stat of an item of equipment or weapon. In most cases these stat values will also be affected by situational and unit status modifiers, but for purposes of explanation we can ignore those for now. The basis stat test works as follows:

To test against a stat value, roll a D10 and if the score is equal to or less than the value you are testing against the test is a success. We sometimes refer to this test as a ‘check’. For example, to make a check against a value of 5 simply roll 5 or less on a D10 for success. In this case a roll of 6 or more is a fail.

Regardless of any modifiers applied to the stat under test, a D10 dice roll of a 10 is always deemed a failure. If the score required is less that 1 then it is still possible to succeed if you roll a 1, in which case roll the dice again and if another 1 is rolled the test is a success anyway. So, to summarise, a roll of a 10 is always a failure regardless, and if you need to roll any number less than 1 to succeed you need a 1 followed by another 1 ( a 1% outside chance).

Another principle that will be applied throughout the rules is a dice roll of a 1 counts as a critical success. This rule doesn't apply if the score required is 1 or lower, in which case it is impossible to generate a critical success result, but so long as you are testing against a value of 2 or greater any roll of a 1 on the D10 is considered a critical success. A critical success affects the results of some tests, and this varies depending on the test that is being made. In the case of shooting it affects how casualties are allocated. Some tests are binary and critical success makes no difference, they either pass or fail, but in general look out for the 1s as they often mean something special.

GAMES VALUES AND STATS

Every model has a set of associated game values representing its own skills and abilities. In the case of most troopers, henchmen, drones and other ‘grunts’ these will be basic values for their species, whilst leaders and heroic individuals are likely to have enhanced values that separate them from their more ordinary fellows.

These values are commonly called ‘stats’ (statistics) and are written in a stat-line together with the description of the model and its designated type. For example, here is the work-in-progress stat-line for a standard human fighter – a Rever or basic Panhuman.

Unit Type Ag Acc Res Str Init Cou Tech Com Sp

Rever Inf 5 5 5 5 5 7 1 2 *

The unit column just lists the model – an ordinary Rever fighter in this case – and the Type is a basic definition for rules purposes – in this case ‘infantry’. Different types have different rules in respect to movement, damage effects, and so on but we are only concerned with the standard fighter types at this stage.

All of the stats are scored out of 10 with 1 being the lowest value possible and 10 the highest for this type. Values lower than 5 are relatively weak and values in excess of 5 are relatively powerful.

Agility (Ag). The Agility stat is a measure of an individual’s ability to traverse terrain, climb, and bounce about in an athletic fashion. It is used mostly for movement tests in demanding situations. It is used by some individuals with special skills for close combat.

Accuracy (Acc). The accuracy stat is a basic measure of how capable the individual is when it comes to handling and shooting a weapon. The higher the value the better shot the individual is. This stat is used for all shooting included ranged shooting, firefights and assaults.

Resist (Res). The resist stat indicates the individual’s ability to withstand a blow, weapon strike or physical trauma – the higher this value the tougher or ‘harder’ the individual is: the more easily the individual can resist damage. This value is affected by armour of various kinds as well as cover.

Strength (Str). This stat is a measure of brute strength. Brute strength is not an important consideration unless it comes down to grappling at close quarters when it is very important indeed! Strength is also important should it come to tasks requiring sheer power; such as lifting a heavy object or forcing open a heavy airlock seal.

Initiative (Init). The initiative stat is a measure of alertness and speed of reactions, and as such it is the key value that we test against when a unit reacts to an enemy’s action. Troops with high values will be more easily able to return enemy fire or go to ground quickly when shot at.

Courage (Cou). Courage is a measure of how cool the individual is under stress, how steady his nerves are, or how brave he is when things get tough. We test against this value when checking Combat Status, which means it affects a unit’s ability to fight in most situations. Courage is one of the most important stats in the whole game – because technology can compensate or augment other stats but there are few (safe) ways to bolster your courage!

Technology (Tech). This value is a measure of an individual’s technical skills – which may be innate or which may result from belonging to an IMTel Shard. This skill is used as a measure and test when it comes to operating some technological devices including some kinds of weapons.

Compute (Com). This stat is a measure of an individual’s facility with logical calculation, and it is far more important for machine intelligences than for living creatures. Although it is occasionally used where a test of pure intelligence is called for, the principle use is for WarDrones and other kinds of sentient machines, where compute is generally used instead of courage.

Special (Sp). This isn’t a stat – the column at the end of the stat-line is a placeholder used as a memory jogger for any special rules than might apply to that particular model.

Comment on Stats

This is a work in progress stat line and it is intended to establish a base level for purposes of game balance and working out variable parameters. It seems to be holding up quite well at the moment in our games, although bear in mind that modifiers do generally tend to take the probabilities down a bit, and all the more so for units that have suffered reduction of their combat status.

Ok, thanks for that Rick. if you want to start talking about these, head over to the forums
 
Hat sich mal jemand die letzten Prognosen angesehen?

Nicht gut sowas. Wie coolguy schon sagte: Deswegen gibts von mir erst Geld, wenn ich sagen kann, ja das wird was. Und wenn die Prognosen auf "Sturm stehen" werden grade die Wackelkandidaten eher geneigt sein ihre Schafe ins Trockene zu bringen.

Wenn das Ding nicht zustande kommt, kostet es dich auch kein Geld. Ein Risiko trägst du daher nicht. Und bezüglich Aufschwung in letzter Minute: das Pathfinder MMO ist zu meinem Erstaunen zustande gekommen, obwohl die am letzten Tag noch 200.000 $ von ihrem Millionen Ziel entfernt lagen - da kamen erstaunliche 220.000 $ am letzten Tag:

http://www.kicktraq.com/projects/1675907842/pathfinder-online-a-fantasy-sandbox-mmo/#chart-daily

(MMO ist mir wurscht, ich bekomme jetzt aber den Superdungeon fürs Pen and Paper Rollenspiel)

So eine Dynamik muss hier natürlich nicht auch sein, aber wie sich ein KS entwickelt ist schwer vorhersagbar.
 
Ein gewisses Risiko trägt man bei Kickstarter immer.
Selbst wenn die Finanzierung zustande kommt (und damit auch Geld abgebucht wird) hat man keine Garantie, dass am Ende auch das rauskommt was versprochen wurde.
Wobei ich das in diesem Fall nicht unbedingt denke. Da die Community bei der Entwicklung mit eingebunden ist (was ich sehr cool finde) wird auf jeden Fall schon ein brauchbares Regelwerk rauskommen und bei den Miniaturen sind ja auch Profis am Werk.

Leider steht es für mich momentan außer Frage ein weiteres Spielsystem anzufangen. Ich werde das Projekt daher zwar mit Interesse verfolgen, mich aber nicht beteiligen.
 
Wenn das Ding nicht zustande kommt, kostet es dich auch kein Geld. Ein Risiko trägst du daher nicht.

Ich habe schon an mehren KS Teilgenommen ich weiß wie das Funktioniert. Übrigens ist deine Aussage falsch das Risiko trage ich bei zustande kommen des Fundings nicht davor. Der KS ist bis zum erreichen des ersten Goals nur eine Sammelung von Absichtserklärungen.

Übrigens es scheitern viel mehr Crowdfundings als erfolgreich sind. Die CMON Sachen sind überdurchschnittlich erfolgreich und auch Reaper und KoD stellen nicht den Durchschnitt da. Das waren alles eher ausnahmen als die Regel.
 
Wobei man sagen muss, dass viele der gescheiterten Produkte sehr redundant oder teilweise sogar überflüssig waren da es davon schon einfach zu viele Produkte am Markt gab. Mit scheitern meine ich aber nicht zustandekommen des KS und nicht die Zeit danach. Da gibt es inzwischen deutlich weniger Probleme, da zumindest Amazon da deutlich hinterher ist, wenn einer meint die Kohle abgreifen zu können und dann nicht zu liefern. Und inzwischen haben genügend gelernt, dass Amazon da anwalttechnisch am deutlich längeren Hebel sitzt.

Die zwei Monate wurden übrigens bewußt gewählt. Erster Monat ist für die Kerninteressierten, der zweite dann für den Rest. Und nicht weil man sich dachte in zwei Monaten mehr Geld machen zu können. Die Laufdauer ist bei den Einnahmen eher zweitrangig.
 
Ich hab jetzt mal auf der Webseite ein wenig gestöbert und mir auch die Videos angeschaut. Schon ganz nett. Ich denke, ich werde ein Regelbuch pledgen. Die Foren zeigen mir aber, dass das mitarbeiten der Comunity gut sein kann, aber nicht muss. Manche der Designvorschläge, die im Drohnenthread gemacht wurden, sind so gar nicht meins. Wenn aber diese Designs nun den meisten Zuspruch bekommen, dann hat mir meine ganze Mitarbeit nix gebracht. Schaun wir mal. Demokratie halt. ;-) Ich würde mich aber freuen, wenn sie es schaffen.
 
Evening all - Had an interesting day today, planning out the rest of the month and kicking off a number of new sculpts, including the WarDrones!!! These are a critical component to our Kickstarter and more importantly to your army's so we've taken a number of steps to ensure they're brilliant - more on those puppies next week! Thank you all for your feedback on the forums, it was very helpful.

Kev's been busy with Hansa and many of you mentioned that you liked him bald, so we're toying with that idea and that tash is definitely growing on us... and him!

sculpt_part_05.png
 
It is COLD! not sure how everyone else is feeling but its rather cold here in Nottingham at the moment!

Anyway, Hansa is almost finished!.

One of the big things that wasn't even an idea when we started Hansa was his current baldness. Kev always does the hair last as he holds the figure at the top when he's sculpting, but as we were developing him lots of you said that you really like him bald and to be honest, so did we, so we've decided to keep him like that. You guys have already had a big impact in many areas of development, from the easy "we need more greens and artwork" (which we're working on!) to Hansa's baldness, the action turn name and a whole bunch of other tweaks we've made listening to your comments and feedback. Though we may not spend much time replying on the forums, we do read them avidly every second we get the chance to and you will see that start to shape the game as we develop it over the next number of months. Thank you all for this, it's brilliant to be making this with you and long may it continue!

sculpt_part_06.png
 
Hey everyone! Hope you had a great week, we certainly did!

Rick's been busy on the rules and we're almost at the point where you guys can actually start playing the outline ruleset. Weapons and Armour is the theme for the day:

MAKING A START WITH WEAPONS

This update introduces some basic weapon types and starts to put some flesh onto the bones of the mechanic. We have yet to described the rules for shooting and combat in any detail, although if you look at the example video footage you’ll get a fair idea of how these things work.

I’m going to make a start by talking about the two most common weapons carried by troops, mercenaries, drones and most armed individuals: the Mag Gun or Plugger and the Plasma Gun. There are different version of these basic weapons and I’ve gone out on a limb by including the stats for all the mobile (i.e. ‘man’ carried) versions – these are all weapons carried by one man. You’ll notice that some weapons don’t have a point blank range listed – this is because only side arms have point blank ranges – heavier man-carried support weapons are restricted in their ability to move and shoot effectively – and I’ve included summaries of the full rules to give you an idea of how this works.

I’ve also listed the more exotic Compression Gun as carried by our Hansa Nairoba model – this is a rare and expensive weapon and more of an individual armament. Ideal for our Freebooting hero!

STAT FORMAT

weapons-table.png


This is the basic stat format I am working with – I may need an extra column for special rule annotations but for now I’ve just made notes beneath each stat bloc.

Type of Weapon: Just that really!

Shoot: The number of shots – in some cases also the multiplier for blast weapons but we’ll come to them some other time. The number shown is the number of dice rolled and therefore the potentially number of hits that can be scored each time the weapon fires.

Range: The range bands in inches – it is generally easier to hit at effective range than at long or extreme range – but the actual modifiers vary depending upon the type of fire (Firefight, Range, Opportunity, Return).

Strike Value: The modifier applied to the target’s Resist roll to avoid taking damage from the hit – e.g. SV 1, Resist stat is at –1.

THE MAG GUN or PLUGGER

The common everyday, effective, practical and adaptable weapon carried by most self-equipped troops is the Magnetic Carbine – or Mag Carbine. Magnetic guns propel a metallic or metallically coated projectile by means of a magnetic pulse. Pistol, Carbine, Rapid Repeater and larger General Purpose Support (GPS) versions are all common battlefield weapons. They are manufactured throughout the galaxy and there are many different designs reflecting local technology levels. The projectile itself takes the form of a spike, needle or plug – and it is the last of these that give weapons of this type the common name of Plug guns or Pluggers. Cheap versions are unitary designs with the shot fed from a magazine. Expensive version are composite designs that can be extended by adding sections together to create a weapon that is larger and more powerful, or smaller and handier. The best quality Mag Carbines carry their projectiles in a compression field built into the body of the weapon. These can hold thousands of rounds, and weapons equipped in this way can synthesise their own ammunition from an integral HCM core given a few hours. All Mag guns shoot a single plug or burst, but the rate of fire varies, with Concord and Isorian military manufactured weapons being more versatile, rapid firing and reliable in general. Rapid repeater Mag guns are sometimes called Zippers – a reference to the noise make by the spikes as they fly past.

Special Rules:

GPS: The General Purpose Support (GPS or ‘jips’) version is a large man-mobile weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

weapons-table-1.png


THE PLASMA GUN

Plasma weapons are the most powerful mobile weapons available to the military of the Concord and other advanced forces. Plasma weapons are mostly likely to be carried by shock troops and WarDrones. Because they are high energy weapons their effectiveness depends on the individual gun’s conversion rate, which tends to decline with long use; and more rapidly so without routine maintenance. Plasma weapons fire a brief pulse of energy – most often in the form of a laser – causing an ionisation reaction turning the point struck to a plasma. A man-mobile support version the Plasma Cannon Heavy Support (HS) provides greater range and power, and is usually carried as a mobile support weapon by Concord strike units.

Plasma Cannon HS: The ‘Heavy Support’ or HS cannon is a large man-mobile or drone mounted weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

weapons-table-2.png


THE COMPRESSION GUN

This particular weapon is something a little more unusual – and for that reason you have to consider this as an early draft in terms of the rules and stats – however I’ve included it as an example a more exotic weapon. It is also the weapon carried by our special Hansa Nairoba model (his pistol is a Mag Gun of primitive and antique construction – but effective in a tight spot!)

Compression guns use the same technology that forms compression fields and hyper-compressed materials, in this case compressing everything within a pulsed beam projected by the weapon. The pulse rate is reactive to the density of the atmosphere and is calculated to allow the compression effect to advance as the initial pulses compress any air allowing the following pulses to reach progressively further forward. For this –and safety reasons – the weapon doesn’t function at short ranges and has a narrow range of effectiveness. It is most effective when the shooter is stationary. They are generally large carbine sized weapons – man-mobile if less convenient that a regular Mag Carbine or Plasma Carbine. They are commonly called Gripplers (General Purpose Light Compressor) and Compo Guns (Compressor Gun). There is a mobile heavy support (HS) version of the weapon, which effectively mounts several projectors together, giving it a rapid fire capability. There is also a version focussed for short range effect which is a development of the tools used for asteroid mining – this is the Mass Compactor.

Minimum Range: GPL and HS Compression guns have a minimum range of 6” and cannot be used during Assaults.

Compression Autocannon HS: The ‘Heavy Support’ or HS autocannon is a large man-mobile weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

Strike Value: The Strike Value of a Compression Gun varies according to the range to the target as shown PB/E/L/Ex.

HL Armours: Compression fields have negative energy emission signatures and are therefore invisible to HL armours – HL armour have 0 Resist value against a Compression Gun.

weapons-table-3.png


ARMOUR

Protection is based around field defences rather than hard armour – but these field defences need a metallic base to hang around and for this reason most armours consist of metallic plates, strips or patches. As well as functioning as protective armour some of the battle suits worn by trooper of all factions have to function as atmospheric suits. Again – this can be achieved purely with an energy seal – but heavily militarised units prefer to employ a double sealed system with an encased armoured suit protected by an energy seal.

At this stage it’s a bit early to introduce the various kinds of armour in any detail – so I’ll just give you an overview of the system we have been using for development purposes. Some of these values are speculative at this stage and require refinement.

Most armed troops are equipped with a basic protective armour field – this is a field that is ‘on’ all the time and which absorbs energy whether that’s the kinetic energy of a solid object such as a plug from a Mag Gun or laser energy from a Plasma Gun. This type of armour increases the wearer’s Resist stat by +1 in all situations – e.g. from a Panhuman base of 5 to 6. Note that this effectively cancels out the Strike Value of a Mag Gun and reduced the Plasma Gun to and effective –1.

The best equipped troops of the C3 (Concord Combined Command) wear a reactive armour that recognises an impacting shot and reacts directly against it – this is called a HyperLight armour as the reaction mechanic basically recognises the incoming energy signature and mounts a defence before even laser bases weapons can strike. Hyper-Light armours offer a variable modifier – the longer the range of the shot and the higher its energy signature the more effectively it protects the wearer. Hyper-Light defences make long range weaponry almost entirely ineffective, and this is one of the reasons why most combat takes place at relatively short distances. For initial purposes, this value is +2 where the weapon shoots at effective range or closer, +3 at long range, and +4 at extreme range. Some weapons can defeat HL armours, but these tend to be specialised short-ranged weapons such as Compression guns.

Isorian phase armour utilises the silicon based bio-tech developed by the Isorian Shard during the Isori’s long war against the alien T’San Kiri during the long isolation prior to the rise of the Seventh Age. It is this strange alien-derived bio-technology that marks the Isori apart from other humans and places them and the Concord at odds – two rival but incompatible technologies, each driven by an Integrated Machine Intelligence that identifies the other as an invasive viral intruder. Some Freebooters manage to combine these technologies by using sterilisers to purge the respective nano-clouds and re-seeding with an isolate nano-technology. However, such isolates are prone to contamination upon contact with IMTel. Phase armour offers almost complete protection from all kinds of harm by shifting the wearer’s position in special reality – but at the same time it renders the wearer unable to fully interact with real space. Everytime the wearer moves, shoots or attempts to touch something the armour has to shift phase to allow him to do so, opening up a chink in the armour. When shot at without making or attempting any reaction in response the protective value is +3 at all ranges. When making a reaction it drops to +1.