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Go Back   Armchair General and HistoryNet >> The Best Forums in History > Best Games in History > ACG Community Run Wargames

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ACG Community Run Wargames Conflict simulations run by forum members for the ACG community.

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  #1  
Old 11 May 17, 00:23
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Scavengers, A Sci-Fi RPG, Interest Thread

Overview:

The Galaxy is divided. Ancient empires that once spanned hundreds of star systems are a thing of distant memory and archeological study, with stories of cataclysms and colossal battles mixing history and legend. Warring states ranging from a few to a few dozen systems fight over resources and trade routes, a shifting series of alliances and coalitions as each vies for power…..and sometimes for finds of ancient technology that is somehow alien, yet nearly intuitive to use.

In this turmoil there are the scavengers. Men just trying to get by however they can, keeping their ships flying by their wits and hard bargaining. Smugglers, sometimes pirates, mercenaries, and salvage crews…..or several rolled into one. Cleaning up the debris fields of battles between the states, especially in the outer rim where distance, various nebulas, and other things make it harder for the variety of competing customs authorities from interfering.

Players:

You'll play as one of the Scavengers. Always riding the ragged edge of the law when they're not outright breaking it (well, the law of one state or another), you survive by your wits, your skills, and sometimes by the firepower you've acquired.

Players will have Points, which can be used for skills (Small Arms, Mechanic, Piloting, etc), ship (from the practical equivalent of a Prius on up to something that might have been military at one point), and personal equipment (from a tool belt and maybe a decent knife on up to enhancements or even exo-suits with heavy weapons).

While each player can pilot their own vessel, players could choose of their own accord to band together in order to run a generally larger vessel for their salvage operations.

The Game:

You'll start on a salvage operation.....what your characters consider their bread and butter......whether this is routine or not....well, you'll have to find out.
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  #2  
Old 11 May 17, 00:26
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Technology Levels:

Starships: Semi-Reaction Drive sublight drives, with point to point Hyperdrives (requires precise vectoring). Shields are a rarity, and using them requires equally rare power cells that have simply not been duplicated successfully yet. To make matters worse, the power cells have hours of endurance when used so they have become increasingly rare and incredibly valuable (not to mention highly illegal outside of the military....they're artifacts, and carefully hoarded).

Weapons: Shipboard weapons consist of lasers, gauss weapons, and missiles. Non-suit personal weapons consist of projectile guns (think 21st century grade stuff with some advancements) and 2mm gauss weapons with limited ammo capacity (but tremendous armor piercing ability) as well as rocket and shoulder fired missile weapons. Suit weapons can include gauss weapons and missile launchers and sometimes shields with the same issues as starships.

Armour: Exo-suits originally developed for cargo-handling and stevedoring have in recent years been used to mount traditionally vehicle-mounted heavy weapons. They have no innate armour (being exoskeletal in nature) but in some cases have had limited metal plating added to protect the pilot at the cost of reduced mobility and agility.
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Old 11 May 17, 00:56
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Count me in. I guess Commander Pruitt is open for a new gig? Do the first players get a ship?

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Old 11 May 17, 03:48
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Well I could do with a forum game

Do I take it you're not continuing the WWI rainbow game then ?

If so count me in for this one....
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Old 11 May 17, 09:47
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Just updated that, sorry.
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Old 11 May 17, 10:03
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Players start out with 10 LUX:

A light freighter (no armor, no weapons) capable of being piloted by 1, will run you 4 LUX. It'll include an Atmo Suit and some basic scavenger tools (plasma torch, spanners, and such) so you don't have to spend LUX on that.

Skills cost 1 LUX apiece unless you want to be a master at something, then its 2.

As far as weapons and exo suits and 'enhancements' go, there's enough variety that I'll make judgement calls on an individual basis.
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Old 11 May 17, 15:10
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So, one master skill and 4 more would eat up all the points... a nice simple game.

How much would a little simple armament cost? Say, something like a 40mm Bofors gun?

What about a companion? Someone to keep watch and listen to the radio. It might be good if we don't find a player to partner up with.
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Old 11 May 17, 15:25
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You know my levels of interest here Tac

Part of Team GM in this instance, so I won't be creating a character.
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Old 11 May 17, 16:25
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No player owned npcs. Sorry.

Something in that type, as a shipboard weapon? 1 lux
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Old 11 May 17, 20:26
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With three reliable players, I think we have a quorum of interest. I'd expect 2-3 additional players to drift in between now and game start, but 3 solidly reliable players is a good core group.

Feel free to start planning things and coming up with your ships, or ship if some of you want to be working as a partnership. Not required in the least however.....everyone can run their own ship.
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Old 11 May 17, 20:56
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I can play. I graduate tomorrow and get a degree, but then I'm free for the summer.
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Old 11 May 17, 23:18
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Quote:
Originally Posted by Delenda estRoma View Post
I can play. I graduate tomorrow and get a degree, but then I'm free for the summer.
What?!?
Go party, go NUTS!

Quote:
Originally Posted by TacCovert4 View Post
Something in that type, as a shipboard weapon? 1 lux
Yeah, I was afraid of that. 1 lux is the very most I would want to spend on any ship's mods... and I also need to spend a lux on the skill to use it.

Leaving me with 4 to spend on Piloting, Bargaining, Tech/mech and Navigation.
Mastery at none.
Not such a great deal, I'll have to think on it.

Traveler is a good yardstick, but I can't find anything there that I like for this. Something Crab-like is what I would want, with arms to manipulate stuff and a gaping maw of a cargo hold.
Well.... here is something small enough for one guy to handle, and a hell of a hold-


Maybe a crab-like pod or boat inside it?
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Old 12 May 17, 00:30
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I really do want to play this.

Don't get me wrong, I'm looking forward to helping run it (we can't both be paralyzed by RL at once!) but I will keep an eye out for the next one of these I can stick my slugthrower in.
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Old 12 May 17, 00:41
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I am trying to find a couple more players. So far, no luck!

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Old 12 May 17, 01:24
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Four players and two mods is a fairly decent ratio. I'm almost finished with my own character.
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