FIREPOWER PASS - the BOARD GAME:
The Board Game of 3D Space Combat and Command in the
Firepower Pass Universe continues to proceed through the development
stages. I will be updating this diary periodically to keep you all abreast
of the development progress. Thanks for your continued support!
New ADMIRAL ARTWORK - FIRST GLIMPSE
I have finally wrestled and won my hardware/software issues. The result is the new artwork for the Admirals. I was working with a female model base-file in Daz3D (my modeling software) and so the female admirals are done. One of the male admirals is done as well, he has the helmet. In the background are two things: a sample log sheet for the one of the new ground-based forts (shown is a small one for a moonbase); and a decorative portion of the strategic map of the Firepower Pass (tm) universe. Comments welcome!
REVISED Component graphics POSTED!
The latest revisoins exhibiting the latest playtest components are now posted below! Many of the game markers (not unit counters) have been superseded by small adjustments to the ship logs, saving production costs and speeding play. You will always need a couple of pencils with good erasers to play though, the Ship Logs are very active during play, what with damage, repair, rallying of light attack wings and escort group points, etc! OK, you can put them in plastic sleeves and use china markers if you so desire...
3D printer
My 3D printer will most assuredly be a factor in making game pieces for FPtBG™ but FPMR™ minis will be made available likely through Shapeways.com. I had good success with them over the last couple of years and will be reworking my models for production in the future. I will keep you posted!
Other notes
As a reminder, if you have the current (Version 2.1) Firepower Pass™ rules and the errata below, there will be no need to purchase a fresh copy. The new edition, to be known as Version 3.0 of Firepower Pass™ (initiating the FPMR™ acronym) will be a graphic redesign only, incorporating the errata below.
The Firepower Pass miniatures rules will be referred to as "Firepower Pass™ Miniatures Rules" (FPMR™). The development of FPtBG™ has taken priority over Version 3 of FPMR™. Yet the long term objective for FPMR™ is to extract the text from the current edition and re-edit, re-work and re-design the layout. For example, the story accompanying the rules and scenarios will be given over to one of my professional writer friends (boy am I lucky!) to re-work into a more cohesive whole, expanded and with additonal world-chrome. The better you know the universe of Firepower Pass, the more fun it is to fight in it!
LATEST (well, ONLY) ERRATA FOR Version 2.1 of FIREPOWER PASS is AVAILABLE HERE:
NEW SEQUENCE OF PLAY, and ERRATA
A PDF containing the official revised sequence of play, and some errata found post-release.
Some changes here!PRELIMINARY COMPONENT LIST - in the 8.75x11.75 glossy black
box with clear plastic lid you will find:
23x35 full-color poster-quality map
70+ Terran ships, 70+ Procyonese ships. Double-sided playing pieces,
representing 12 classes of ships, admirals, planets, moons, asteroid fields, ion
clouds and orbital installations, star forts, etc.
I have reduced the number of markers considerably by moving the status for Point Defense Batteries Fully Engaged, Light Attack Squadrons Scattered, and Escort Groups Scattered to the individual ship logs. The statuses are needed right there on the log in any case, so its all good. Leader Cadre Ratings are on the new Command Log. Sensor Ghost markers will be limited to eight (unless adding together two sets of the game of course), one for each possible squadron on the map, and will be the same size as the ships. All ships below the Sensor Ghost marker are "Ghosted" as we have made the noun into a verb for playtesting and it has stuck. Altitude markers are still an issue as poker chips actually work best for this. Stacking the ships on top of the altitude chips indicates the squadron is quite literally above the plane of the game map; stacking the chips beside squadron has become a way to indicate they are below the plane of the map. Still working out a cost effective way of doing this that is still visual. Yes I could (and may) put it on the Command Log but I truly want to avoid that.
Rules book
All the scenarios in Firepower Pass Miniatures Rules™ will be in FPtBG™.
As usual,scenario cards and pre-printed ship logs for each
scenario, which may be reproduced as needed to play
CD with PDFs of ship logs for design-your-own scenarios
Master Ship log sheet detailing how to fill out the
logs each of the for 12 ship classes and 3 Fort Classes
2 (probably more, its good to have 5) 10-sided dice
An Attack Chart detailing attack prerequisites and
modifiers for range, electronic warfare and relative weapon-to-target
scale
The Squadron Engagement Level and Command Point Tracks,
have been replaced by a COmmand Log where players can track these items using pencil. Each log can still can handle up to 4 squadron leaders and an overall commander's
command point resources and engagement level. BTW Command Points are
used for non-Attack related functions like Repair, Rally and
Lock-On/Breaklocks (technically Target Solutions, but play testers
preferred "Lock-Ons" for the drama...)
An Attack Track to keep track of Incoming Attack Dice;
Interdiction Dice (which intercept Attack dice); and Critical Hull
Damage percentages for any given attack
ACTION SUMMARY UPDATE
A Summary chart of the non-combat actions that can be performed using COmmand Points. OK, the Planetary Bombardment and Planetary Assault Actions listed here in and of themselves are technically "Combat" but the actions below represent the committment of command resources to do that in a specific turn:
COMMAND LOG UPDATE
The Command Log tracks many things (too many to name right now) but I have endeavored to make it easy to use. Essential charts and tables for Command are right on the log:
ATTACK POOLS UPDATE
This where the pool of attack and/or interdiction dice, as well as the special (and dangerous) Hull Failure percentages for a particular attack are tracked:
INTERDICTION/ATTACK CHART UPDATE
This is the only combat reference in FPtBG™ you will need
other than the ship logs themselves, oh yes and the results of your die
rolls of course. THIS IS NOT A COMBAT RESULTS TABLE SYSTEM! Combat
itself uses a d10 resolution system with d100 crew results, and
d100 damage location, You only need the 2d10 provided in the game to
play, though more can make things go faster when many-die missile
salvoes and point defense erupt! It shows you how to determine damage and if you need a
second roll to determine severity, or if you can simply use the To
Hit/Target Hull differential to determine that:
Designers' Note: Incidentally,
the Firepower Pass combat system started out as a d10 system a many
years ago, and was number-crunched into the current master Firepower
Pass Combat Results Table. FPtBG™ goes back to the system's
roots, dispensing with the CRT. With new Ship's Logs that will be
available for download for free when available, those who
prefer the FPtBG™ combat system will easily be able to adapt
their Firepower Pass miniatures games to it.
DAMAGE SUMMARY UPDATE
A step by step guide to applying damage results in Firepower Pass(tm):
MAP UPDATE
The latest, and likley final version of the full-color 23x35 map sheet! plenty of space ot maneuver and plenty of space to defend...
SHIP COUNTER UPDATE
The playing pieces and the SAGA of PAINT: FPtBG™ will include
200+ double-sided resin playing tiles, representing all the ships in Firewpeor PAss™.
Alas the experiments with Milk Paint failed. Although it does apply without primer and is environmentally sound to dispose of, it warps new wood when it soaks in and some 10-20% of our wooden pieces did not pass quality control. Even of those that did, wood just did not fit the game. So we will see how the 3D printer will do; if making the resin pieces is cost effective then that is the way I will go.
SHIP LOGS UPDATE
I added an updated class to the Procyonese which I will be
spirnkling throughout the scenarios. It is an up-missiled version of
their System Patrol Ship class, Orton. In its first playtest yesterday,
it was escorting 4 Claw Fleet Tenders in the same squadron.
They surpised a Terran battlegroup and knocked out a Europa Class Carrier!
Here are the ship logs for all
classes as they stand:
SCENARIO DEVELOPMENT UPDATE
PLAY BY EMAIL and PLAY BY INTERNET OPTIONS
I will be offering a Cyberboard
gamebox of FPtBG™ (http://cyberboard.brainiac.com/index.html),
Also a gamebox for a relatively new live-play-by-internet tool (also
free like Cyberboard) called ZunTzu
(http://www.ZunTzu.com). The gameboxes will be available for free
download on the respective games' FREE Tabs, once the FPtBG™
section of the website here is officially launched.
AVAILABLE NOW, the UNIVERSE UPON WHICH FPtBG™ is BASED:
Get these now:
·
PDF: US$15 (NEW! Version 2.1 Available now!)
Breaking News -
AVAILABLE NOW:
· NEW! Cyberboard
Play By Email Gamebox
file available!
(free)
· Extensive
combat example
(free)
·
Scenario S7
now available! (free)
· Current additional releases
Description
Designed to easily control 15-20 capital ships a side (which can be 4-5
squadrons), while concentrating on squadron level tactics, Firepower
Pass uses a unique command oriented system that allows units to attack
as individual ships (i.e. at a tactical level) yet defend and maneuver
in 3D as squadrons. Octagonal 3D
movement tiles easily and elegantly depict the 2D vector
of 3D movement.
Features
Individual capital ships; the capabilities of the
capital
ships are expanded by attaching LAC wings and escort groups for use in
point defense or for launching independent strikes
Individualized
damage location tables right on each ship
log
Twenty(20) minute turns, but a side may
hold the initiative
for a variable number of turns (called an initiative impulse).
Streamlined Formation displays reflecting the current
Combat Commitment Level of the Squadron: a combination of staff
pre-planning, tactical intelligence and analysis of that intelligence.
Emphasis on
prioritizing command resources during a turn
Electronic Warfare influences every attack and defense
Detection, Targeting Solutions (nick-named "Lock-ons") and
Sensor GhoFPtBG™
Rules for the influence of combat
commanders on ship and
squadron operations
Gunnery and
faster-than-light missile combat, LAC wings,
escort groups, interdiction of missile strikes, boarding actions, and
more!
Game Contents
The downloadable Zip file (or you can order a CD) contain PDFs for all
the files, including:
Full color Rules
Comprehensive
Examples of play
11 original 3D Ship designs,
depicting everything from
Terran Cruisers and LAC Carriers through giant Procyonese Base Ships,
rendered in Wings3D and Bryce.
140+ Plan View
Ship pieces you can print and cut apart,
named and ready for action; 100+ more with no names so you can Name
Your Own!
Templates for 3D movement Octagons,
essential to play.
Print them on card stock and cut apart, you only need approximately 18
to play any scenario (3 printouts). We are looking into clear plastic
octagons as well as wooden ones for purchase separately, watch the
accessories area to the left!
Sheet of "Terrain"
Octagons including Planets, and moons,
Asteroid Belts and Ion Storms
Seven (7) suggested
scenarios, including the two issued as .pdfs after the initial Nov 2006
release ; complete with text detailing the
progress of the war and following a series of officers on both sides
who are promoted and demoted as the war see-saws between victories and
defeats. Each scenario builds on the storyline of the previous, and
each is rated for its overall complexity.
Scenarios include:
Scenario Description
Table set-up map and approximate space needs to play
Tables of organization for both sides
"Historical"
scenario result
Pre-filled Ship Logs, no need to
print out &
fill out, just print and play! Included in all versions in the download
archive or on the accompanying CD, but also printed in the deluxe
version.
Ship logs are
placed 4-up on a letter-sized or A4 page, one
page per ship type, lined for cutting apart for play, a minimum of data
needs to be filled in to use them (just the Ship Name, and crew values
for the Ship, LAC Wings and Escort Group, provided in each scenario and
on an overall Crew Rating table).
Front and back
Template for a 50 card Event Deck combining
4 of the major game tables, which prints on regular 10-up "clean-edge"
Avery business card stock, or a lined version if you want to put it on
card stock and print it yourself; or alternatively if you do not wish
to
make an Event Deck, there is an equivalent Event Table included. (I
like the deck, it is actually much more convenient in play, you place a
card directly next to the Squadron affected by it.)
Charts
and tables including: Combat Chronometer Chart (i.e.
Time Track), Combat Results table, Damage Tables (what the results mean
for different targets), Leader Casualty Results, Leadership value
determination, Critical Hull Damage, Concussive Damage, Event Card
Codes, Damage Definition Tables (how to mark damage)